


All Spiritual Creatures in OSRS: Complete Guide

Spiritual Creatures are a group of Slayer monsters found in the God Wars Dungeon and Wilderness God Wars Dungeon in Old School RuneScape. They serve five different gods—Saradomin, Zamorak, Bandos, Armadyl, and Zaros—with each faction featuring Rangers, Warriors, and Mages.
The creatures require between 63 and 83 Slayer to defeat, but players do not need an active Slayer assignment to attack them. Spiritual Mages are the most valuable targets because they have a 1/128 chance of dropping Dragon Boots, while Wilderness variants can also provide Ecumenical Keys and Wilderness Slayer rewards.
Spiritual Creatures in OSRS Summary

OSRS Spiritual Creatures include 15 variants across five god factions, divided into Rangers, Warriors, and Mages.
You need 63 Slayer for Rangers, 68 for Warriors, and 83 for Mages, but an active Slayer task is not required.
Spiritual Mages are the most valuable targets, with a 1/128 chance of dropping Dragon Boots.
Wear god-aligned items to prevent nearby factions from attacking you inside the multicombat God Wars Dungeons.
Zarosian Spiritual Creatures offer improved loot and have a 200% weakness to fire spells.
Wilderness variants can drop Ecumenical Keys and Wilderness Slayer rewards, but come with the risk of PvP.
Requirements

The exact requirements depend on the creature and location you want to visit. The main requirements are:
Completion of the Death Plateau quest before Spiritual Creatures can be assigned as a Slayer task
Combat level 80 to receive the assignment
63 Slayer for Spiritual Rangers
68 Slayer for Spiritual Warriors
83 Slayer for Spiritual Mages
60 Strength or 60 Agility to access the God Wars Dungeon
Partial completion of Troll Stronghold to reach the regular God Wars Dungeon
A rope for the first visit to the regular God Wars Dungeon
God-aligned equipment is not technically required to attack Spiritual Creatures. However, wearing an item associated with a faction prevents that faction’s followers from automatically attacking you. This is highly recommended because both God Wars Dungeons are multicombat areas.
Additional requirements apply when entering certain sections of the regular God Wars Dungeon:
Armadyl’s Eyrie: 70 Ranged, a crossbow, and a mith grapple
Bandos’ Stronghold: 70 Strength and a hammer
Saradomin’s Encampment: 70 Agility and two ropes for the first visit
Zamorak’s Fortress: 70 Hitpoints; entering also drains all Prayer points
Ancient Prison: Completion of The Frozen Door, which requires 70 Strength, Ranged, Agility, and Hitpoints
These faction-specific requirements do not apply inside the Wilderness God Wars Dungeon. Players only need 60 Strength or 60 Agility to enter that dungeon.
Types of Spiritual Creatures

There are 15 Spiritual Creature variants divided among three types and five god alignments. All of them are spectral creatures, meaning players can gain additional Prayer XP by carrying an Ectoplasmator. They are also immune to dwarf multicannons.
Creature | Alignment | Combat Level | Slayer Level | Slayer XP |
|---|---|---|---|---|
Spiritual Ranger | Zamorak | 118 | 63 | 106 |
Spiritual Ranger | Saradomin | 122 | 63 | 106 |
Spiritual Ranger | Bandos | 115 | 63 | 131 |
Spiritual Ranger | Armadyl | 127 | 63 | 120 |
Spiritual Ranger | Zaros | 158 | 63 | 110 |
Spiritual Warrior | Zamorak | 115 | 68 | 110 |
Spiritual Warrior | Saradomin | 125 | 68 | 110 |
Spiritual Warrior | Bandos | 134 | 68 | 135 |
Spiritual Warrior | Armadyl | 123 | 68 | 98 |
Spiritual Warrior | Zaros | 158 | 68 | 105 |
Spiritual Mage | Zamorak | 121 | 83 | 75 |
Spiritual Mage | Saradomin | 120 | 83 | 85 |
Spiritual Mage | Bandos | 121 | 83 | 106 |
Spiritual Mage | Armadyl | 123 | 83 | 75 |
Spiritual Mage | Zaros | 182 | 83 | 137.5 |
Spiritual Rangers require 63 Slayer and use Ranged attacks. Most have no special mechanics, but the Zarosian Ranger can launch an arrow into the air that lands on the player’s previous position. Failing to move can cause heavy damage, temporarily disable overhead protection prayers, and bind the player.
Spiritual Warriors require 68 Slayer and primarily use melee attacks, although the Armadylean variant attacks with Ranged. The Zarosian Warrior can summon four smoke clouds around the player. These clouds close in over five ticks and deal up to 40 damage if the player does not move away.
Spiritual Mages require 83 Slayer and attack with Magic. Zamorakian Mages cast Flames of Zamorak, which drains the player’s Magic level when the spell successfully deals damage. Zarosian Mages use Ancient Magicks, allowing them to poison players, drain Attack, heal themselves, or freeze their target.
Protect from Magic blocks damage from successful Zarosian Mage attacks but does not prevent their secondary effects. All three Zarosian Spiritual Creatures also have a 200% weakness to fire spells.
Unlike Aviansie, Armadylean Spiritual Creatures can be attacked with all melee weapons. Players do not need a Scythe of Vitur, salamander, or halberd to damage them.
God Alignments
Each faction has different access requirements, combat styles, and recommended equipment.
Armadylean Spiritual Creatures are found in Armadyl’s Eyrie and the Wilderness God Wars Dungeon. Entering the Eyrie requires 70 Ranged, a crossbow, and a mith grapple. Despite their connection to the flying Aviansie, these Spiritual Creatures can be damaged with regular melee attacks.
Bandosian Spiritual Creatures can be found in Bandos’ Stronghold and the Wilderness dungeon. Accessing the stronghold requires 70 Strength and a hammer. Bandosian Spiritual Warriors are the strongest of the three regular Bandos variants, providing 135 Slayer XP per kill.
Saradominist Spiritual Creatures appear in the main God Wars Dungeon, Saradomin’s Encampment, and the Wilderness dungeon. Some can be fought without entering the encampment, but reaching its deeper sections requires 70 Agility and two ropes on the first visit.
Zamorakian Spiritual Creatures are common throughout the main dungeon and can also be found inside Zamorak’s Fortress. Entering the fortress requires 70 Hitpoints and immediately drains the player’s Prayer points to zero. Zamorakian Spiritual Mages can also lower Magic with Flames of Zamorak.
Zarosian Spiritual Creatures are exclusive to the Ancient Prison beneath the God Wars Dungeon. Access requires completion of The Frozen Door miniquest. These variants are considerably stronger than the followers of the other four gods, but they have improved drop tables and a major weakness to fire spells.
When entering the main God Wars Dungeon, wearing at least one Zamorak item is strongly recommended because Zamorakian followers appear throughout the area. Players should combine it with protection from the faction they intend to fight near.
In the Ancient Prison, only a Zaros-aligned item is needed once inside. However, bringing Saradomin and Zamorak protection makes the journey to the prison safer.
Locations

Spiritual Creatures can be found in three main locations:
God Wars Dungeon: Contains Armadyl, Bandos, Saradomin, and Zamorak variants. Different faction sections have their own level and equipment requirements.
Ancient Prison: Contains the stronger Zarosian Spiritual Rangers, Warriors, and Mages. It is unlocked permanently after completing The Frozen Door.
Wilderness God Wars Dungeon: Contains Armadyl, Bandos, Saradomin, and Zamorak variants in level 28–32 Wilderness. It offers access to Wilderness-exclusive drops but carries the risk of being attacked by other players.
For a standard Spiritual Creature task, Spiritual Rangers are generally skipped because of their poor rewards. Players who want to kill Spiritual Warriors can use Zamorak’s Fortress, while Armadyl’s Eyrie and the Ancient Prison are strong options for Spiritual Mages.
The Wilderness God Wars Dungeon is useful for players farming Ecumenical Keys or completing a task from Krystilia. Bring inexpensive gear, enable PK Skull Prevention, and avoid carrying anything you are unwilling to lose.
Players should generally bring Saradomin and Zamorak protection to the Wilderness dungeon, along with either an Armadyl or Bandos item depending on the entrance and section they plan to use.
Notable Drops
Spiritual Mages are best known for dropping Dragon Boots. Every faction’s Spiritual Mage has a 1/128 chance of dropping them, including the Zarosian variant. For Zarosian Mages, Dragon Boots are a tertiary drop, allowing them to appear alongside another regular drop.
The original four factions otherwise have relatively weak drop tables consisting mainly of runes, ammunition, coins, and inexpensive equipment. Zarosian Spiritual Creatures offer improved loot that can include Ancient ceremonial robes, Nihil shards, Blood essence, herbs, potions, and larger rune drops.
Spiritual Creatures killed in the Wilderness God Wars Dungeon can drop Ecumenical Keys at a base rate of 1/60. This improves to 1/55, 1/50, 1/45, and eventually 1/40 as players complete higher Combat Achievement tiers.
Wilderness variants can also drop Looting Bags and Hard Clue Scrolls. When completing a Wilderness Slayer task assigned by Krystilia, they can additionally drop Larran’s Keys and Slayer’s Enchantments.
Spiritual Creatures are not considered an especially profitable Slayer assignment overall. Players commonly skip or block the task before reaching 83 Slayer, while Ironmen may begin completing it once they can hunt Spiritual Mages for Dragon Boots.
FAQs About Spiritual Creatures in OSRS

Final Thoughts
Spiritual Creatures are a varied Slayer group with different requirements, combat styles, and rewards. Rangers and Warriors are rarely considered efficient targets, but Spiritual Mages can provide Dragon Boots, while Wilderness and Zarosian variants offer access to additional valuable drops.
For regular accounts, the assignment is often skipped unless the player wants Dragon Boots, Ecumenical Keys, or specific diary completions. Ironmen have a stronger reason to complete it after reaching 83 Slayer, as Spiritual Mages provide a reliable way to obtain Dragon Boots.
Preparation makes a major difference in both God Wars Dungeons. Bring the correct god-aligned equipment, check the access requirements for your chosen faction, and use inexpensive gear when entering the Wilderness.
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