Small elemental, any alignment

Armor Class: 18
Hit Points 10 (3d6)
Speed: fly 80 ft.

10 (0) 16 (+3) 10 (0) 7 (-2) 10 (0) 7 (-2)

Skills: Nature +0, Perception +2
Senses: darkvision 60 ft., passive Perception 12
Damage Vulnerabilities: necrotic
Damage Resistances: thunder, lightning, and slashing, piercing, or bludgeoning from ranged weapons
Damage Immunities: poison
Condition Immunities: poisoned
Languages: Auran, Common, Terran
Challenge: 1/2 (100 XP)

Special Traits

  • Air Mastery: Airborne creatures suffer disadvantage to attack rolls against spiritors, and spiritors have resistance to all ranged weapon attacks.
  • Dazzle (recharge 6): The spiritor may discharge a fan-shaped burst of prismatic energy, affecting creatures as per the spell color spray.


  • Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) bludgeoning damage.


The spiritor resembles a multi-colored elemental, a swirling mass of vibrant hues, its physical form comprised of particles from all the Inner Planes, with the majority of its components being from the Plane of Air. A spiritor was once a Sorcerer’s familiar, but it has gained freedom, and thus form.

Spiritors appear as translucent, vaguely humanoid sheets of brightly colored air. They live only to experience life in its entire splendor and to embark upon quests of their own, as they are no longer subservient to their summoners.

Elder and Ancient Spiritors

Spiritors advance in Hit Dice by aging, gaining one HD per five years of freedom, so that after a century, the spiritor has advanced to a staggering 20 Hit Dice. For every four hit dice thus attained, the spiritor’s Challenge increases by 1, and they increase any two ability scores by +1 each.

Section 15: Copyright Notice

Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.