Moonspirit | 5e & PF2e Monster
Written by Hana the Lorekeeper
While not a lycanthrope, the moonspirit is a ghost-like celestial that can empower lycanthropes while stealing their sanity. They are akin to lycanthropes in that they are immune to all non-magical attacks not dealt with obsidian weaponry. A dark, pitch-black stone—not even the light of a full moon can pierce through a bed of obsidian.
Versions for both 5e and Pathfinder 2e are included.
If you're looking for more monsters like this or other 5e and PF2e resources, check out our entire collection of Lair Magazine issues. This particular monster came from the October 2023 Issue, Luna & Lycan, where you can find more monsters and lycanthropy resources!
Moonspirit
In the dark of night, these wispy, transparent figures move through the trees, valleys, and empty streets of our towns. Sometimes their form is barely visible, while other times, their form gleams with radiant light. While ordinary people don’t draw the attention of these celestial-born creatures, those who feel the call of the moon are acutely aware of their presence.
Mythological Connections. Whatever one believes about the cause of lycanthropy, there is no doubt that these mysterious beings are connected to those who can transform into beasts. Some are benign, while others are malicious. Many lycanthropes fear them because moonspirits can puppeteer their bodies like a child does with a toy.
Moonspirit - 5e
Small celestial, any alignment
Armor Class 12 (natural armor)
Hit Points 58 (9d6 + 27)
Speed 20 ft., fly 20 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
1 (-5) |
14 (+2) |
16 (+3) |
10 (+0) |
17 (+3) |
20 (+5) |
Damage Immunities radiant; bludgeoning, piercing, and slashing from nonmagical attacks that are not made of obsidian
Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages Abyssal, Celestial, Infernal, Sylvan
Challenge 3 (700 XP) Proficiency Bonus +2
Incorporeal Movement. The moonspirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Moon Awareness. The moonspirit knows the location of any lycanthrope within 90 feet of it that is not behind full cover.
Moon Madness. As an action, the moonspirit can reach out to any lycanthrope it knows the location of within 60 feet of it. Each creature must make a DC 16 Wisdom saving throw or become charmed by the moonspirit for 1 hour, even if the creature is ordinarily resistant or immune to being charmed. While charmed, the lycanthrope cannot be charmed by another creature, their Intelligence is reduced to 3 (-4), and their Wisdom is reduced to 7 (-2).
The moonspirit can give general commands that must be followed as a bonus action, or it can take total and precise control of affected lycanthropes as an action.
Actions
Moon Phase. The moonspirit has four phases which provide different effects to charmed lycanthropes. It can switch between phases as an action. The effects of each phase are canceled when the moonspirit switches phases or dies.
Full. Any affected lycanthrope is forcibly transformed into its animal form and deals an additional 3 (1d6) radiant damage on their turn. The moonspirit sheds bright light for 20 feet and dim light for an additional 20 feet, and any creature that starts their turn within 20 feet of the moonspirit must succeed on a DC 15 Constitution saving throw or take 4 (1d8) radiant damage.
Waning. Any affected lycanthrope is forcibly transformed out of its animal form and can Disengage, Dash, or Hide as a bonus action.
New. Any affected lycanthrope and the moonspirit can turn invisible as an action, and the lycanthrope is forcibly transformed into its humanoid form. Any creature that starts their turn within 10 feet of the moonspirit must succeed on a DC 15 Constitution saving throw or take 7 (2d6) necrotic damage.
Waxing. Any affected lycanthrope is forcibly transformed out of their humanoid form and gains 10 (3d6) temporary hit points.
Moonspirit Creature 5 - PF2e
N, Small, Celestial
Perception +15; lycansense
Languages Common, Telepathy 120 ft.
Str +3, Dex +4, Con +4, Int +5, Wis +6, Cha +5
Lycansense The moonspirit knows the location of any lycanthrope within 90 feet of it that is not behind full cover.
Moon Phase The moonspirit has four phases which provide different effects to charmed lycanthropes.
Full Any affected lycanthrope is forcibly transformed as though under full moonlight (but remains under the control of the moonspirit) and deals additional radiant damage equal to their creature level once per turn. The moonspirit sheds bright light for 20 feet and dim light for an additional 20 feet.
Waning Any affected lycanthrope is forcibly transformed into its humanoid form and can Step and Stride or Hide and Stride.
New Any affected lycanthrope and the moonspirit can turn invisible as an action, and the lycanthrope is forcibly transformed into its humanoid form.
Waxing Any affected lycanthrope is forcibly transformed out of their humanoid form and is healed by a number of hit points equal to its creature level.
--
AC 21; Fort +10, Ref +13, Will +17
HP 95
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Speed 20 feet, fly 20 feet
Activate Moon Phase [two actions] The moonspirit activates the effects of its current moon phase, which last until the start of its next turn.
Change Moon Phase [one action] The moonspirit changes its moon phase to a different phase. Any active effects of the previous phase immediately end. The moonspirit cannot use Change Moon Phase again until the start of its next turn.
Enthrall Werecreature [two actions] (concentrate, enchantment) The moonspirit attempts to bring all werecreatures of its choice within 30 feet under its control. Targeted creatures must make a DC 22 Will save or they become enthralled to the moonspirit for one day. While enthralled, the moonspirit may issue commands to the werecreature which it must follow to the best of its ability. If the moonspirit issues a command that runs counter to the werecreatures deeply held beliefs (such as attacking packmates), the werecreature can make another save to break free.
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