Some spirits choose to haunt places of importance from their days among the living. They guard family secrets, places of power, and items of great importance. Their task is eternal and their fervor even greater.
Medium undead, any alignment
________________________________________________
Hit Points 68 (15d8)
Speed 0 ft., fly 40 ft.
________________________________________________
________________________________________________
Str Dex Con Int Wis Cha
9 (-1) 13 (+1) 10 (+0) 12 (+1) 17 (+3) 15 (+2)
9 (-1) 13 (+1) 10 (+0) 12 (+1) 17 (+3) 15 (+2)
________________________________________________
Skills History +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, poisoned, prone, restrained
Languages Any languages it knew in life.
Challenge 12 (8,400 XP)
Consume Life. As a bonus action, the ancestor spirit can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the ancestor spirit regains 14 (4d6) hit points.
Challenge 12 (8,400 XP)
________________________________________________
Consume Life. As a bonus action, the ancestor spirit can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the ancestor spirit regains 14 (4d6) hit points.
Ethereal Sight. The ancestor spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ancestor spirit 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.
Turn Resistance. The ancestor spirit has advantage on saving throws against any effect that turns undead.
Incorporeal Movement. The ancestor spirit 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.
Turn Resistance. The ancestor spirit has advantage on saving throws against any effect that turns undead.
________________________________________________________________________
ACTIONS
________________________________________________
Traumatic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d6) psychic damage. The target must succeed on a DC 15 Constitution saving throw or lose 1 hit die.
Frightening Gaze. The ancestor spirit fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end ofeach ofits turns, ending the effect on itselfon a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ancestor spirit's gaze for the next 24 hours.
(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes at Patreon.)
(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes at Patreon.)
No comments:
Post a Comment