Spirits

Echoes of Rage and Regret

Spirits are the echoes and imprints of the deceased that refuse to pass due to unbearable grief, unfinished purpose, or wrathful vengeance. A Spirit forms when a soul is anchored to the Mortal Realm by dreadful purpose, rather than being carried peacefully upon the Styx to the Great Beyond. Existing neither truly in death nor in life, the spirit is a hollow echo of its former self. Spirits are classified according to strength of will of the deceased and the forcefullness of the anguish that binds the soul to the mortal plane.

Spirit Embodiment Manifestation What Binds Them
Shadow Fragment of a Sin-Stained Soul Corrupted shadows that drown out light Sin or moral corruption
Specter Fragment of a Soul Shattered by Trauma Mindless haunting in broken loops A violent or interrupted death
Banshee Spirit of Betrayal and Grief Wailing mourner who radiates unbearable sorrow A personal betrayal
Revenant Soul Burning with Vengeance Lucid, relentless hunter inhabiting a corpse Unresolved injustice
Ghost Soul Bound by Memory and Regret Reenacting lost moments, fixated on people or places A memory too painful to release
Wraith Malignant Core of Condensed Evil Powerful shadow-form that enslaves or absorbs other spirits Hunger for power and dominion

From Shadows and Specters to Banshees, Ghosts, Revenants, and Wraiths, spirits bring grief, vengeance, and corruption to life across Dungeons & Dragons, 5E, Pathfinder, and fantasy RPGs.

Undead spirits rising from the dark


Shadows

A Shadow is the cast-off remnant of a soul too vile to pass cleanly into death. While the rest of the spirit is swept down the Styx, the Shadow lingers behind like a stain - alive with jealousy, hunger, and spite. Shadows are drawn to extinguish warmth, light, and life, which they revile above all.

Shadow Lore

  • Shadows are drawn to those with strong convictions, pure hearts, or hopeful dreams—things they once lacked, and now despise.
  • The more light a creature brings into the world, the more their shadow twists in ways it should not.
  • In cursed places, one’s own shadow may rebel, tearing itself free to plot its former owner's downfall.

Shadows are evil spirits made of dark shadow-stuff

Shadow Statblock

Shadow

Summoned with Foe Foundry

Medium Undead (Spirit, Shadow)

AC 12 Initiative +0 (10)

HP 27 (5d8 + 5)

Speed 30 ft.

Mod Save
Str 6 -2 -2
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 6 -2 -2
Wis 10 +0 +0
Cha 14 +2 +2

Skills Stealth +6

Vulnerabilities Radiant

Resistances Acid, Fire, Lightning, Thunder

Immunities Cold, Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 10

Languages Telepathy 60 ft.

CR 1/2 (100 XP; PB +2)

Traits

Incorporeal. The shadow cannot be pushed or knocked back. It can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Sunlight Weakness. The shadow cannot recharge and loses all resistances while in sunlight.

Actions

Shadow's Touch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) necrotic damage and 3 (1d6) cold damage.

Drain Strength. The shadow attempts to magically drain the strength from a creature it can see within 5 feet. The creature must make a DC 10 Constitution save. On a failure, the creature takes 7 (2d6) necrotic damage and is Weakened (save ends at end of turn) for 1 minute (save ends at end of turn). On a success, the creature takes half damage instead. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.

Replace Shadow (Recharge 4-6). The shadow targets a humanoid within 20 feet that is in dim light and can't see the shadow. The target must make a DC 12 Charisma saving throw. On a success, the target is aware of the shadow. On a failure, the target is unaware of the shadow, the target no longer casts a natural shadow, and the shadow magically takes on the shape of the target's shadow. The shadow appears indistinguishable from a natural shadow, except when it attacks.

The shadow shares the target's space and moves with the target. When the shadow is dealt damage while sharing the target's space, it takes half the damage (rounded down) and the other half is dealt to the target.

The effect ends when the target drops to 0 hp, the shadow no longer shares the target's space, or the shadow begins its turn in an area of sunlight.

Bonus Actions

Shadow Stealth. The shadow uses Hide, even if just lightly obscured by dim light or darkness.

Summon your own Shadow

Specters

A Specter is a soul fragment, splintered by violence or unendurable pain. Lacking the memory of a Ghost or the malignant will of a Wraith, it drifts through the world in spasms of confusion and malice.

Specter Lore

  • Specters often haunt the place of their death, reenacting their final moments in endless, distorted loops.
  • Some say Specters are the result of improperly performed death rites, or when a soul is interrupted in its crossing.
  • Though easily dismissed alone, swarms of Specters can overwhelm the mind, drowning victims in secondhand terror.

Specters haunt the sites of their death aimlessly

Specter Statblock

Specter

Summoned with Foe Foundry

Medium Undead (Spirit, Specter)

AC 12 Initiative +0 (10)

HP 22 (5d8)

Speed 5 ft., fly 50 ft.(hover)

Mod Save
Str 1 -5 -5
Dex 14 +2 +2
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 14 +2 +2

Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder

Immunities Cold, Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 10

Languages Telepathy 60 ft.

CR 1 (200 XP; PB +2)

Traits

Incorporeal. The specter cannot be pushed or knocked back. It can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Sunlight Weakness. The specter cannot recharge and loses all resistances while in sunlight.

Actions

Spectral Touch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) necrotic damage and 3 (1d6) cold damage.

Bonus Actions

Spirit Step (Recharge 4-6). The specter uses Dash and Disengage. Any creature that it moves through this turn takes 2 (1d4) cold damage.

Reactions

Arcane Hunt. Whenever a creature within 120 feet casts a spell, the specter howls with hunger and moves up to its speed towards the caster. It gains advantage on attacks against the caster until the end of its next turn.

Summon your own Specter

Banshees

A Banshee is a mournful spirit borne of overwhelming tragedy, sorrow, and betrayal. In life, the spirit loved too deeply and lost too dearly. Many Banshees are spirits of women who were betrayed by a loved one, though not exclusively. The mournful wail of a banshee is often enough to drag the souls of the weak-willed directly into death and chill the minds of even the strong-of-heart.

Banshee Lore

  • The keening of a Banshee is said to carry across the River of the Dead, heralding death before it arrives.
  • In some cultures, Banshees are seen not as monsters but as messengers that warn those fated to die.
  • A Banshee’s presence carries a dread silence that can be physically painful to break

The keening wail of a banshee can break the will of even the strongest of heart

Banshee Statblock

Banshee

Summoned with Foe Foundry

Medium Undead (Spirit, Banshee)

AC 11 Initiative +0 (10)

HP 85 (19d8)

Speed 5 ft., fly 40 ft.(hover)

Mod Save
Str 1 -5 -5
Dex 12 +1 +1
Con 10 +0 +2
Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 18 +4 +4

Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder

Immunities Cold, Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 10

Languages Telepathy 60 ft.

CR 4 (1,100 XP; PB +2)

Traits

Curse of Vengeance. Whenever a creature hits the banshee with an attack it must make a DC 14 Charisma saving throw. On a failure, the creature becomes Cursed with a curse of vengeance. Whenever a cursed creature hits the banshee with an attack, it takes 2 necrotic damage for each creature suffering the curse.

Incorporeal. The banshee cannot be pushed or knocked back. It can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Sunlight Weakness. The banshee cannot recharge and loses all resistances while in sunlight.

Actions

Horrifying Lament. Ranged Spell Attack: +6 to hit, range 30ft., one target. Hit 28 (7d6 + 4) psychic damage. On a hit, the target is Frightened until the end of its next turn.

Mind-Shattering Scream (Recharge 5-6). The banshee releases a mind-shattering scream. All other creatures within 30 ft that can hear the banshee must make a DC 14 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is Stunned until the end of its next turn. On a success, a creature takes half damage and is not Stunned. Creatures that are Frightened have disadvantage on this save.

Bonus Actions

Haunt (1/day). The banshee binds itself to an object it can see within 60 feet. The object is Cursed. The banshee can use 5 feet of movement to teleport into the object from any plane of existance while the curse remains.

Summon your own Banshee

Revenants

A Revenant is a soul fueled not by sorrow, but by rage. It rises not to haunt the world, but to correct a single, searing injustice. It remembers how it died and who is to blame, and will not rest until vengeance is taken. Revenants are not mindless: they are deliberate, relentless, and terrifyingly lucid. If their quarry is powerful, Revenants are known to assemble a posse of lesser undead to support their relentless quest.

Revenant Lore

  • A Revenant rises in its original body—but if destroyed, it finds another, which slowly reshapes to resemble the first.
  • A Revenant will not rest until the injustice that binds it to life has been righted by its own hands. Even if its killer has long since died, the Revenant will only rest when it has spilled the blood of the offender's descendants, disciples, or legacy
  • Some Revenants are given leave by divine forces, but others tear themselves out of the River of Death through raw will, dragging pieces of the underworld with them.

Revenants rise to correct a grave injustice

Revenant Statblock

Revenant

Summoned with Foe Foundry

Medium Undead (Spirit, Revenant)

AC 13 Initiative +0 (10)

HP 119 (14d8 + 56)

Speed 30 ft.

Mod Save
Str 18 +4 +4
Dex 14 +2 +2
Con 18 +4 +6
Mod Save
Int 12 +1 +1
Wis 16 +3 +3
Cha 18 +4 +4

Resistances Acid, Fire, Lightning, Thunder

Immunities Cold, Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 13

Languages Telepathy 60 ft.

CR 5 (1,800 XP; PB +2)

Traits

Curse of Vengeance. Whenever a creature hits the revenant with an attack it must make a DC 14 Charisma saving throw. On a failure, the creature becomes Cursed with a curse of vengeance. Whenever a cursed creature hits the revenant with an attack, it takes 2 necrotic damage for each creature suffering the curse.

Endless Servitude. When a living ally the revenant can see is reduced to 0 hp, that ally immediately becomes a Zombie or Skeleton under the revenant's control, acting at initiative count 0.

Actions

Multiattack. The revenant makes two Vengeful Strike attacks. It may replace one attack with a use of its Horrifying Presence.

Vengeful Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 7 (2d6) cold damage.

Horrifying Presence (1/day). The revenant targets up to eight creatures they can see within 60 ft. Each must make a DC 14 Charisma saving throw. On a failure, the affected target is Frightened for 1 minute (save ends at end of turn) and must immediately use its reaction, if available, to move their speed away from the revenant avoiding hazards or dangerous terrain if possible.

Summon your own Revenant

Ghosts

Ghosts are spirits that died with memories too painful to release. They are not held by hatred or vengeance, but by the sorrowful weight of what they recall. Lives cut too short, loved ones left behind, and truths unsaid. These souls haunt the world not because they won’t move on, but because their memories won’t let them.

Unlike the shattered fragments of a Specter, a Ghost is whole - but trapped in an endless loop of remembrance. It relives its death again and again, clinging to names, moments, and gestures long lost. Some lash out when disturbed. Others seek comfort in the living, drawn to those who carry echoes of their own regret.

Ghost Lore

  • Ghosts are animated by memory, often reenacting scenes from their lives with eerie accuracy or speaking in riddles drawn from personal history.
  • They often fixate on objects, people, or places tied to their strongest memories: an heirloom locket, a family home, or the battlefield where they fell.
  • Their presence distorts time and perception, as their pain bleeds into the world. Dreams fray, names slip, and voices echo from forgotten places.

Ghosts are animated by memories too painful to pass

Ghost Statblocks

Ghost

Summoned with Foe Foundry

Medium Undead (Spirit, Ghost)

AC 11 Initiative +0 (10)

HP 49 (9d8 + 9)

Speed 5 ft., fly 40 ft.(hover)

Mod Save
Str 5 -3 -3
Dex 12 +1 +1
Con 12 +1 +3
Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 18 +4 +4

Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder

Immunities Cold, Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 11

Languages Telepathy 60 ft.

CR 4 (1,100 XP; PB +2)

Traits

Incorporeal. The ghost cannot be pushed or knocked back. It can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Sunlight Weakness. The ghost cannot recharge and loses all resistances while in sunlight.

Actions

Ghostly Touch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 18 (4d6 + 4) necrotic damage and 14 (4d6) cold damage.

Bestow Curse (Recharge 5-6). The ghost magically curses a creature that can hear it within 30 feet. The creature must succeed on a DC 12 Wisdom save or suffer the effects of the Bestow Cursec spell as if it were cast at third level (duration 1 minute), no concentration required.

Bonus Actions

Modify Memory. Immediately after hitting with an attack, the ghost attempts to reshape that creature's memories. The creature must succeed on a DC 12 Intelligence saving throw or be affected as if by the Modify Memory spell. A creature that succeeds on the save is immune to this effect for 24 hours.

Reactions

Arcane Hunt. Whenever a creature within 120 feet casts a spell, the ghost howls with hunger and moves up to its speed towards the caster. It gains advantage on attacks against the caster until the end of its next turn.

Summon your own Ghost

Wraiths

When a soul steeped in malice dies, it may resist the pull of the Styx. Caught in the cold eddies of that underworld current, its will festers. Twisting and swelling, it draws in the remnants of other damned spirits. Layer by layer, a powerful Wraith forms: a cursed vortex of souls too vile to cross over.

Unlike the scattered fragments of a Specter or Shadow, a Wraith is cohesive and cunning. Its presence dims light, drains warmth, and enslaves lesser spirits to serve as extensions of its will.

Wraith Lore

  • Though formed of countless fragmented spirits, at the core of the Wraith is a singular evil spirit clinging to un-life
  • Unlike Ghosts, who cling to memory, Wraiths cling to power
  • Wraiths are drawn to places where evil lingers, especially where other spirits might be harvested

Wraiths are amalgamations of spirits drawn back to life by ambition and the desire for power

Wraith Statblocks

Wraith

Wraith

Summoned with Foe Foundry

Medium Undead (Spirit, Wraith)

AC 13 Initiative +0 (10)

HP 67 (9d8 + 27)

Speed 5 ft., fly 60 ft.(hover)

Mod Save
Str 6 -2 -2
Dex 16 +3 +3
Con 16 +3 +5
Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 18 +4 +4

Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder

Immunities Cold, Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 12

Languages Telepathy 60 ft.

CR 5 (1,800 XP; PB +2)

Traits

Incorporeal. The wraith cannot be pushed or knocked back. It can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Sunlight Weakness. The wraith cannot recharge and loses all resistances while in sunlight.

Unholy Aura. The wraith and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the wraith's choice within 30 feet have disadvantage on saving throws against spells and other magic effects.

Actions

Multiattack. The wraith makes two Splinter Soul attacks.

Splinter Soul. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) necrotic damage and 7 (2d6) cold damage.

Withering Blow. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) piercing damage and 17 (5d6) necrotic damage. On a hit, the target gains Bleeding [17 (5d6) necrotic]. A bleeding creature suffers 17 (5d6) ongoing necrotic damage at the end of each of its turns. A creature may use an action to attempt a DC 12 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.

Bonus Actions

Haunt (1/day). The wraith binds itself to an object it can see within 60 feet. The object is Cursed. The wraith can use 5 feet of movement to teleport into the object from any plane of existance while the curse remains.

Summon your own Wraith

Wraith Shadelord

When the spirit of the wraith is particularly evil it can attract such a dense miasma of negative energy that a Wraith Shadelord forms.

Wraith Shadelord

Summoned with Foe Foundry

Medium Undead (Spirit, Wraith)

AC 13 Initiative +6 (16)

HP 123 (13d8 + 65)

Speed 5 ft., fly 60 ft.(hover)

Mod Save
Str 6 -2 -2
Dex 17 +3 +3
Con 20 +5 +8
Mod Save
Int 12 +1 +1
Wis 15 +2 +5
Cha 20 +5 +8

Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder

Immunities Cold, Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 12

Languages Telepathy 60 ft.

CR 8 (3,900 XP; PB +3)

Traits

Incorporeal. The wraith cannot be pushed or knocked back. It can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Rune Drinker. Whenever the wraith takes damage from a magic weapon, until the start of the wraith's next turn, attacks made with that weapon have disadvantage, and the wraith gains a +4 bonus to its AC.

Seal of Silence. When the wraith succeeeds on a saving throw against a spell cast by a creature it can see, the caster of the spell makes a DC 16 Constitution saving throw. On a failure, the caster is magically unable to speak or cast spells with a vocal component until the end of the caster's next turn.

Sunlight Weakness. The wraith cannot recharge and loses all resistances while in sunlight.

Legendary Prowess (3/day). The wraith can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 5 force damage.

Actions

Splinter Soul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) necrotic damage and 3 (1d6) cold damage.

Shadow Rift (Recharge 5-6). The wraith magically creates a Medium Shadow Rift Token (AC/DC 13, 2 Charges) at an unoccupied space it can see within 30 feet. Each turn that the rift is active, on initiative count 0, 10 (4d4) Skeleton arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Skeleton use their movement and action to arrive on the battlefield in unoccupied spaces within 30 feet of the summoner. They then act normally on subsequent turns.

Bonus Actions

Haunt (1/day). The wraith binds itself to an object it can see within 60 feet. The object is Cursed. The wraith can use 5 feet of movement to teleport into the object from any plane of existance while the curse remains.

Legendary Actions (3)

Attack. The wraith makes a Splinter Soul attack.

Move. The wraith moves up to its speed.

Shadow Rift. The wraith uses or attempts to recharge its Shadow Rift ability. It can't take this action again until the start of its next turn.

Spirit and Ghost Encounters

  • A torch sputters in a narrow hallway as the party's shadows stretch and split. One or more of them peel off the wall as a Shadow and attack their sources.
  • A group of guards lie dead in a torchlit room, killed by unseen assailants. If the sputtering torch extinguishes, 1d4 Shadow take form and lunge from the darkness.
  • As the party rests, each member begins hearing faint whispers in their native language: fragments of dying thoughts, regrets, and fears. A Specter drifts unseen nearby, trying to feed on emotional weakness. Unless acknowledged, it becomes violent.
  • The party finds a wounded guard calling for help. If healed or aided, the figure flickers and reveals it is a Specter repeating its death throes. The act of kindness awakens its fragmented mind, and it lashes out in panic unless calmed.
  • In a ruined bedchamber, a Banshee cradles a bundle of bones in a broken cradle. She demands the party sing her child back to sleep.
  • The party discovers a group of fresh corpses, faces frozen in abject horror, with no obvious cause of death. The looters were attempting to break into the tomb of a vain Banshee and abscond with her enchanted silver mirror.
  • A Revenant and its posse (3d6 Skeleton, Zombie, and/or Ghoul) shambles into a tavern mid-conversation, points at a party member, and declares "You ride with a murderer! I will have justice".
  • A cloaked figure on a skeletal steed blocks a mountain pass. The Revenant demands information on the whereabouts of "Thalrus Vall" and will not let the PCs pass unless they comply. Thalrus is someone connected to one or more of the PCs.
  • A cracked mirror in a ruin shows a sobbing party member’s reflection. The Ghost inside demands that the PC remember the name of someone they failed, or it will trap them in the glass to join in its ghostly penance.
  • A Ghost blocks the only path forward, whispering “I must not be forgotten.” The spirit demands someone speak its name in order to pass.
  • The air grows thin and cold as the party enters a forgotten tomb. One of them stumbles, but their Shadow doesn’t get up, rising instead as the herald of the Wraith within. The herald demands a blood sacrifice for its master.
  • A crypt door swings open as if pushed from within. The Wraith Shadelord within does not attack immediately. It offers the most ambitious PC power if they take their place beside it.

Spirit and Ghost Adventures

  • The last monk of an ancient priestly order tasked with protecting a holy site asks the party for help. The holy site is a vault of powerful cursed relics protected by holy flames. The flames are about to fail, and when they do, waves of Shadows will seize the cursed relics.
  • A collapsed mining town lies silent beneath a blanket of ash. At night, the wind carries faint cries and the dying breaths of trapped workers. The Specters below won’t rest until they are named and buried, but the local baron insists the disaster never happened. The party is approached by the widows of the dead miners asking for help putting their slain kin to rest.
  • For the last twelve full moons, a Banshee has let out a terrible, prophetic wail. And each morning, someone in the hamlet is discovered dead. The local village chief implores the party to put an end to her village's curse.
  • The party finds a hanged man swinging gently in the breeze on a gallows tree. It looks like an entire family was executed here. The hanged man calls out and begs the party the cut him down, for the Revenant has unfinished business with a powerful Noble who had his entire family executed
  • A wealthy merchant hires the party to clear a curse from an inherited estate that he needs to sell immediately to cover some debts. Each year, on the anniversary of her betrayal, a Banshee manifests and wails about her betrayal, forcing the Ghost of the lover who spurned her to beg forgiveness for hours on end. The anniversary is in three days...
  • Three hundred years ago, a merciless tyrant was betrayed by his underlings. The tyrants corpse, as well as all of his ill-gotten cursed treasure, was entombed within his palatial crypt in the center of a wealthy trading city. The spirit of the tyrant rises each century as a Wraith Shadelord and wreaks havoc on the city. The mayor hires the party to put an end to the curse and promises them the tyrant's hoard, as well as a hefty payment for successful work.