Alien Mind. If a creature tries to read Allabar’s thoughts or deals psychic damage to it, that creature must succeed on a DC 26 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day). If Allabar fails a saving throw, it can choose to succeed instead.
Magic Resistance. Allabar has advantage on saving throws against spells and other magical effects.
Regeneration. Allabar regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn’t function at the start of its next turn. Allabar dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature. Allabar doesn’t require air, food, drink, or sleep.
Actions
Multiattack.Allabar makes three Tentacle attacks, or six Tentacle attacks if it has half of its hit points or fewer.
Tentacle. Melee Weapon Attack:+18 to hit, reach 60 ft., one target. Hit: 23 (3d8 + 10) force damage, and the target is grappled (escape DC 26). Until this grapple ends, the target is restrained. Allabar has ten tentacles, each of which can grapple one creature.
Alien Mutation (Recharge 5–6). Allabar emits a pulse of vile radiation. Each creature within 30 feet of Allabar must make a DC 24 Constitution saving throw. On a failed save, the creature takes 22 (4d10) psychic damage and grows a hostile tentacle. On a successful save, the creature takes half damage and does not grow a tentacle. On the start of an affected creature's turns, the tentacle makes the following melee weapon attack against a random creature: +13 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
As an action, the affected creature can make a DC 24 Constitution check. On a successful save, the affected creature sheds the tentacle, which immediately withers and dies. The tentacle can also be attacked and destroyed (AC 10; hp 20), but each time the tentacle takes damage the affected creature takes the same amount of damage, which can't be reduced in any way.
Bonus Actions
Devour Body. Allabar grabs each unsecured dead Humanoid within 30 feet of it and absorbs the corpse into itself. Until the end of its next turn, Allabar's melee weapon attacks deal an additional 5 (1d10) psychic damage per corpse absorbed on a hit. Nothing of an absorbed body remains.
Reactions
Psychic Feedback.In response to taking damage, Allabar emits a pulse of psychic energy towards its attacker, provided that the attacker is within 60 feet of it and visible to it. The attacker must make a DC 26 Wisdom saving throw. On a failed save, the attacker is stunned until the end of its next turn.
Legendary Actions
Allabar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Allabar regains spent legendary actions at the start of its turn.
Tentacles. Allabar makes two Tentacle attacks.
Unravel Essence (Costs 2 Actions). One creature Allabar can see within 60 feet of it must make a DC 26 Constitution saving throw. On a failed save, the creature takes 44 (8d10) force damage and becomes insubstantial. On a successful save, the creature takes half damage and does not become insubstantial. While insubstantial, the creature takes 44 (8d10) force damage at the start of each of its turns and has disadvantage on Strength-based attack rolls, Strength ability checks and Strength saving throws. The insubstantial target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the force damage reduces the target to 0 hit points the creature dies instantly and its body fades out of existence, leaving behind its weapons and anything else it was carrying. The target can’t be restored to life by any means short of a wish spell.
Lair and Lair Actions
Allabar's Lair
For the time being, Allabar's planetoid inhabits its own region of space, warping and twisting the void between the stars. When Allabar approaches a world, its region of influence grows, corrupting any native life until the world is torn from reality and thrust into the Far Realm.
Lair Actions
On initiative count 20 (losing initiative ties), Allabar can take one of the following lair actions; Allabar can’t take the same lair action two rounds in a row:
Reality Failure. Allabar creates a breach in reality at a point it can see within 150 feet of it. Each creature within 30 feet of that point must make a DC 26 Wisdom saving throw. On a failed save, the creature can't take reactions and must roll a d10 to determine its behavior until the end of its next turn.
d10
Behavior
1
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2–7
The creature doesn't move or take actions this turn.
8–10
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
Warped Ground. The surface within 120 feet of Allabar writhes, becoming difficult terrain, and spawns grasping appendages until initiative count 20 on the round after next. Each creature of Allabar’s choice that starts its turn within 30 feet of the surface must succeed on a DC 24 Dexterity saving throw or be grappled. Escaping requires a successful DC 26 Strength (Athletics) or Dexterity (Acrobatics) check.
Bend Space. Allabar's presence bends space in a 120-foot radius centered around it. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DC 24 Strength saving throw or take 22 (4d10) force damage and be pulled 60 feet toward Allabar.
Regional Effects
The region containing Allabar’s lair is twisted by its alien influence, creating one or more of the following effects:
Liminal Bridge. The area within 10 miles of the lair is a liminal region between the known multiverse and the Far Realm. Incursions by aberrations such as gibbering mouthers and star spawn are frequent.
Sight Beyond. Within 10 miles of the lair, images of creatures, objects, and structures from alternate dimensions can be seen. These apparitions can’t be harmed, and they don’t interact with creatures or objects in any way.
If Allabar is destroyed, these effects fade over the course of 1d10 days.
Aura of Despair. Each creature within 30 feet of Chupoclops makes Wisdom saving throws and death saving throws with disadvantage, and regains half the normal number of hit points from any healing.
Legendary Resistance (3/Day). If Chupoclops fails a saving throw, it can choose to succeed instead.
Magic Resistance. Chupoclops has advantage on saving throws against spells and other magical effects.
Soul Sense. Chupoclops can sense the location of any creature within 120 feet of it, unless that creature's type is Construct.
Spider Climb. Chupoclops can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. Chupoclops ignores movement restrictions caused by webbing.
Well of Souls (Mythic Trait; Recharges after a Short or Long Rest). If Chupoclops is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 490 hit points and is surrounded by a swarm of partially-devoured souls. Whenever a creature within 30 feet of Chupoclops hits it with an attack, the swarm retaliates, dealing 11 (2d10) necrotic damage to the attacker. Additionally, Chupoclops can now use the options in the “Mythic Actions” section. Award a party an additional 75,000 XP (150,000 XP total) for defeating Chupoclops after it uses Well of Souls.
Actions
Multiattack. Chupoclops makes three Bite attacks and two Foreleg attacks. It also uses Frightful Presence.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 39 (6d12 + 9) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 25 Strength saving throw or be swallowed by Chupoclops. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside Chupoclops, and it takes 36 (8d8) necrotic damage at the start of each of Chupoclops's turns.
If Chupoclops takes 50 damage or more on a single turn from a creature inside it, Chupoclops must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Chupoclops. If Chupoclops dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Foreleg.Melee Weapon Attack:+17 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) force damage.
Frightful Presence. Each creature of Chupoclops' choice within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Chupoclops is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Chupoclops' Frightful Presence for the next 24 hours.
Soul Web (Recharge 5–6). Chupoclops weaves a web of ethereal silk that fills a 30-foot cube next to it. The web is difficult terrain, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a DC 23 Constitution saving throw. On a failed save, the creature takes 18 (4d8) necrotic damage. This webbing is immune to all damage except radiant damage. A 5-foot cube of the web is destroyed if it takes at least 20 radiant damage on a single turn.
Spellcasting. Chupoclops casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
Chupoclops can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Chupoclops regains spent legendary actions at the start of his turn.
Ethereal Jaunt. Chupoclops magically enters the Ethereal Plane from the Material Plane, or vice versa.
Foreleg. Chupoclops makes a Foreleg attack.
Move. Chupoclops moves up to its speed without provoking opportunity attacks.
Bite (Costs 2 Actions). Chupoclops makes one bite attack.
Mythic Actions
If Chupoclops' Well of Souls trait is active, it can use the options below as legendary actions.
Devour Soul. Chupoclops devours a soul from its ghostly shroud. The next melee attack that Chupoclops makes before the end of its next turn deals an extra 44 (8d10) psychic damage on a hit.
Soul Web (Costs 2 Actions). Chupoclops recharges Soul Web and uses it.
Enervating Web (Costs 3 Actions). Each creature in a space filled with Chupoclops's Soul Web must succeed on a DC 23 Constitution saving throw or suffer one level of exhaustion.
Lair and Lair Actions
Chupoclops’s Lair
Chupoclops stalks the roiling mists of the Ethereal Plane. Though Chupoclops is banned from leaving the Ethereal Plane, the creature frequently travels between the Border and Deep Ethereal. Chupoclops lairs near Material Plane graveyards and Ethereal Curtains to devour wandering ghosts and planar adventurers.
Lair Actions
On initiative count 20 (losing initiative ties), Chupoclops can take one of the following lair actions; Chupoclops can’t take the same lair action two rounds in a row:
Nightmare Figment. Chupoclops weaves a nightmarish figment from the Ethereal mists on a point on the ground that Chupoclops can see within 120 feet of it. Each creature that can see the figment must succeed on a DC 23 Wisdom saving throw or take 11 (2d10) psychic damage and be frightened until the end of their next turn.
Summon Phase Spider. Chupoclops summons a phase spider from the Deep Ethereal. The phase spider appears next to a hostile creature that Chupoclops can see, makes an attack against that creature, and then disappears.
Regional Effects
The region containing Chupoclops’s lair is warped by the creature’s unnatural presence, creating one or more of the following effects:
Arachnid Allies. Spiders within 6 miles of Chupoclops’s lair serve as the creature's and ears. Ghosts are strangely absent, hinting at the presence of an unnatural predator.
Ethereal Mist. Swirling mist lightly obscures the land within 6 miles of the lair.
Night Terrors. Creatures that sleep within 6 miles of the lair are afflicted by terrifying nightmares. Any creature that finishes a short or long rest in this area must succeed on a DC 23 Wisdom saving throw or derive no benefit from the rest.
If Chupoclops dies, these effects fade over the course of 1d10 days.
Form of Madness. Any creature that starts its turn within 120 feet of Dagon that can see it must make a DC 23 Wisdom saving throw. On a failed save, the creature is frightened and suffers the effect of the confusion spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to Dagon's Form of Madness for the next 24 hours.
Freedom of Movement. Dagon ignores difficult terrain, and magical effects can't reduce its speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Legendary Resistance (3/Day). If Dagon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Dagon has advantage on saving throws against spells and other magical effects.
Regeneration. Dagon regains 15 hit points at the start of his turn.
Siege Monster. Dagon deals double damage to objects and structures.
Actions
Multiattack. Dagon makes one Bite attack, two Claw attacks, and two Tentacle attacks.
Bite.Melee Weapon Attack:+18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) force damage. If the target is a Large or smaller creature grappled by Dagon, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Dagon, and it takes 49 (14d6) acid damage at the start of each of Dagon's turns.
If Dagon takes 50 damage or more on a single turn from a creature inside him, Dagon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Dagon. If Dagon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.
Claw. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) slashing damage.
Tentacle. Melee Weapon Attack: +18 to hit, reach 40 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage plus 11 (2d10) poison damage, and the target is grappled (escape DC 26). Until this grapple ends, the target is poisoned and restrained, and Dagon can’t use this tentacle against other targets. Dagon has ten tentacles, each of which can grapple one target.
Doomsong (Recharge 6). Dagon emits a hypnotic, rumbling song that can lure nearby creatures to his location. Each creature within 300 feet of Dagon that can hear him must succeed on a DC 23 Wisdom saving throw or be charmed by Dagon until the song ends. While charmed in this way, the target gains vulnerability to psychic damage and tries to get as close to Dagon as possible, using its actions to Dash until it is within 5 feet of Dagon. When the creature has done so, it can't willingly move away from Dagon.
If the charmed creature takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Dagon must concentrate to maintain the song (as if concentrating on a spell), which lasts for up to 1 minute.
Spellcasting. Dagon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
Teleport. Dagon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Legendary Actions
Dagon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Dagon regains spent legendary actions at the start of his turn.
Tentacle. Dagon makes one Tentacle attack.
Dark Speech (Costs 2 Actions). Each creature within 30 feet of Dagon that can hear him must succeed on a DC 23 Wisdom saving throw or be stunned until the end of Dagon's next turn.
Claws of the Deep (Costs 3 Actions). Dagon makes a Claw attack against each creature within 30 feet of him.
Lair and Lair Actions
Dagon’s Lair
Dagon's realm, known as Shadowsea, is the 89th layer of the Abyss. The Shadowsea is a tortured undersea landscape of jagged mountains and abyssal trenches. No light penetrates these waters, which teem with oozes able to withstand the immense pressures of the deep. Many sunken cities can be found here—ancient ruins in which dwell kuo-toas and aboleths bound in service to Dagon. The largest of these cities is the demesne of the demon lord. Dagon’s amorphous mud palace looms over a madness-inducing panorama of twisted towers, yawning gulfs, and halls and grottos that shimmer with their own unearthly light.
Lair Actions
On initiative count 20 (losing initiative ties), Dagon can take one of the following lair actions; Dagon can’t take the same lair action two rounds in a row:
Doom Chord. Each creature charmed by Dagon takes 22 (4d10) psychic damage.
Obscure Water. Water within 120 feet of Dagon becomes murky and opaque until initiative count 20 of the next round. A creature with darkvision can’t see through the water, and light can’t illuminate it.
Tidal Pull. A strong current moves through Dagon’s lair. Each creature within 60 feet of Dagon must succeed on a DC 26 Strength saving throw or be pulled up to 60 feet toward Dagon. On a success, the creature is pulled 10 feet toward Dagon.
Regional Effects
The region containing Dagon’s lair is warped by his magic, creating one or more of the following effects:
Allies in the Depths. Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Dagon and aggressive toward intruders in the area.
Alter Water. With a thought (no action required), Dagon can initiate a change in the water within his lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
Deep Sight. Water within 6 miles of the lair is a conduit for Dagon's demonic presence. As an action, Dagon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region.
Illusory Leviathans. Images of tentacled leviathans stalk the seas within 6 miles of Dagon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
Locate Creatures and Objects. Dagon is aware of any new arrival, whether an object or a creature, in the region containing his lair. As an action, Dagon can locate any one creature or object in the region. Visitors to the the region feel as though they are being watched, even when they aren’t.
If Dagon dies, these effects fade over the course of 1d10 days.
Cultists of Dagon
Dagon grants his cultists special abilities. All his devotees gain the Amphibious trait below. He grants his rank-and-file followers the Weird Insight trait, and cult leaders gain the Doom Drone trait.
Amphibious. This creature can breathe air and water.
Doom Drone (Recharge 6). This creature targets one creature it can see within 30 feet of it that can hear it. The target must succeed on a DC 15 Wisdom saving throw or take 16 (3d10) psychic damage and be forced to use all its movement on its next turn to get as close to this creature as possible.
Weird Insight. This creature targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against this creature’s Wisdom (Insight) check. If this creature wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Haunting Aura. The guecubu’s presence is unnerving and distracting. Any creature that is not a Construct or Undead that finishes a short or long rest within 60 feet of the guecubu must succeed on a DC 14 Wisdom saving throw or derive no benefit from the rest. If a creature's saving throw is successful, the creature is immune to the guecubu's Haunting Aura for the next 24 hours.
Incorporeal Movement. The guecubu 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.
Sleep Touch. Melee Spell Attack:+6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) necrotic damage. If the target isn’t a Construct or an Undead, it must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it.
Possession (Recharge 6). One sleeping Humanoid that the guecubu can see within 5 feet of itself must succeed on a DC 14 Charisma saving throw or be possessed by the guecubu; the guecubu then disappears, and the target is incapacitated and loses control of its body. The guecubu now controls the body but doesn’t deprive the target of awareness. The guecubu can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the guecubu ends it as a bonus action, or the guecubu is forced out by an effect like the dispel evil and good spell. When the possession ends, the guecubu reappears in an unoccupied space within 5 feet of the body. The target is immune to this guecubu’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Spellcasting. The guecubu casts the following spell, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
Telekinetic Thrust. The guecubu targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.
If the target is a creature, the guecubu makes a Charisma check contested by the target’s Strength check. If the guecubu wins the contest, the guecubu hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.
If the target is an object that isn’t being worn or carried, the guecubu hurls it up to 30 feet in any direction. The guecubu can use the object as a ranged weapon, attacking one creature along the object’s path (+6 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.
Alien Mind. If a creature tries to read the horror’s thoughts or deals psychic damage to it, that creature must succeed on a DC 17 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The horror has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The horror makes two Mace attacks.
Mace. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) psychic damage.
Spellcasting. The horror casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):
Warp Creature (Recharge 6). The horror targets one creature it can see within 120 feet of it. The target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this horror’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living star spawn grue under the horror’s control. The transformation of the body can be undone only by a wish spell.
Wear Flesh. The tsochar can attempt to inhabit the body of a Beast or Humanoid. The tsochar must touch the target, who must be either willing or incapacitated, for 1 minute, after which the target must make a DC 13 Constitution saving throw. On a failed save, the target is inhabited by the tsochar. While inhabiting a creature, the tsochar has total cover against attacks and other effects originating outside its host. The tsochar can see through the host's eyes and hear what it hears, gaining the benefits of any special senses that the host has.
The inhabitation lasts until either the tsochar ends the it as an action, dealing 10 (3d6) piercing damage to the host, or the tsochar is forced out of the body by an effect such as the dispel evil and good or lesser restoration spells. When the inhabitation ends, the tsochar emerges in an unoccupied space within 5 feet of the host.
Actions
Multiattack. The tsochar makes two Tentacle attacks.
Tentacle. Melee Weapon Attack:+6 to hit, reach 10 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, it takes 3 (1d6) poison damage at the start of each of its turns, and the tsochar can't use this tentacle on another target. The tsochar has four tentacles.
Replace. While Wear Flesh is active, the tsochar bores into the body of a creature it is inhabiting. The host must succeed on a DC 13 Constitution saving throw or take 21 (6d6) piercing damage and be poisoned for 1 minute. The poisoned host can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If this damage reduces the host to 0 hit points, the host dies and the tsochar takes control of the host's body, which remains living, and the tsochar gains 20 temporary hit points. While in control of a host, the tsochar adopts the host's size and ability to cast spells, if any. Its game statistics otherwise remain the same.
The replacement lasts for 1 year or until the temporary hit points are lost (at which point the body becomes a corpse) or the tsochar ends its inhabitation as an action. When the replacement ends, the tsochar emerges in an unoccupied space within 5 feet of the corpse.
Dark Shroud. In an area of dim light or darkness, the taken gains 10 temporary hit points at the beginning of each of its turns. While it has these temporary hit points, the taken has the following benefits:
The taken has resistance to all damage except radiant damage.
Attack rolls against the taken are made with disadvantage. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Light Hypersensitivity. The taken takes 10 radiant damage when it starts its turn in bright light. While in bright light, it has disadvantage on attack rolls and ability checks.
Actions
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Bonus Actions
Shadow Step. While in dim light or darkness, the taken teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Detect Life. The spirit can magically sense the presence of creatures up to 5 miles away that aren’t Undead or Constructs. It knows the general direction they’re in but not their exact locations.
Ethereal Sight. The spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Phase Walk. When the spirit takes the Dash action, it gains the effect of the blur spell until the beginning of its next turn.
Unusual Nature. The spirit doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The spirit makes three Shattered Sword attacks. It also uses Horrifying Visage.
Shattered Sword.Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Etherealness. The spirit magically enters the Ethereal Plane from the Material Plane, or vice versa.
Horrifying Visage. Each non-Undead creature within 60 feet of the spirit that can see it must succeed on a DC 14 Wisdom saving throw or be frightened of it for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spirit’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Bonus Actions
Haunting (Recharge 5–6). The spirit teleports up to 60 feet to an unoccupied space it can see. It then has advantage on the first melee attack it makes before the end of the turn.
I'll go first https://www.dndbeyond.com/monsters/3763680-the-regretful-one
I love making scary monsters, so I'll dump a bunch of mine.
Allabar
Alien Mind. If a creature tries to read Allabar’s thoughts or deals psychic damage to it, that creature must succeed on a DC 26 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day). If Allabar fails a saving throw, it can choose to succeed instead.
Magic Resistance. Allabar has advantage on saving throws against spells and other magical effects.
Regeneration. Allabar regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn’t function at the start of its next turn. Allabar dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature. Allabar doesn’t require air, food, drink, or sleep.
Multiattack. Allabar makes three Tentacle attacks, or six Tentacle attacks if it has half of its hit points or fewer.
Tentacle. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 23 (3d8 + 10) force damage, and the target is grappled (escape DC 26). Until this grapple ends, the target is restrained. Allabar has ten tentacles, each of which can grapple one creature.
Alien Mutation (Recharge 5–6). Allabar emits a pulse of vile radiation. Each creature within 30 feet of Allabar must make a DC 24 Constitution saving throw. On a failed save, the creature takes 22 (4d10) psychic damage and grows a hostile tentacle. On a successful save, the creature takes half damage and does not grow a tentacle. On the start of an affected creature's turns, the tentacle makes the following melee weapon attack against a random creature: +13 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
As an action, the affected creature can make a DC 24 Constitution check. On a successful save, the affected creature sheds the tentacle, which immediately withers and dies. The tentacle can also be attacked and destroyed (AC 10; hp 20), but each time the tentacle takes damage the affected creature takes the same amount of damage, which can't be reduced in any way.
Devour Body. Allabar grabs each unsecured dead Humanoid within 30 feet of it and absorbs the corpse into itself. Until the end of its next turn, Allabar's melee weapon attacks deal an additional 5 (1d10) psychic damage per corpse absorbed on a hit. Nothing of an absorbed body remains.
Psychic Feedback. In response to taking damage, Allabar emits a pulse of psychic energy towards its attacker, provided that the attacker is within 60 feet of it and visible to it. The attacker must make a DC 26 Wisdom saving throw. On a failed save, the attacker is stunned until the end of its next turn.
Allabar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Allabar regains spent legendary actions at the start of its turn.
Tentacles. Allabar makes two Tentacle attacks.
Unravel Essence (Costs 2 Actions). One creature Allabar can see within 60 feet of it must make a DC 26 Constitution saving throw. On a failed save, the creature takes 44 (8d10) force damage and becomes insubstantial. On a successful save, the creature takes half damage and does not become insubstantial. While insubstantial, the creature takes 44 (8d10) force damage at the start of each of its turns and has disadvantage on Strength-based attack rolls, Strength ability checks and Strength saving throws. The insubstantial target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the force damage reduces the target to 0 hit points the creature dies instantly and its body fades out of existence, leaving behind its weapons and anything else it was carrying. The target can’t be restored to life by any means short of a wish spell.
Lair and Lair Actions
Allabar's Lair
For the time being, Allabar's planetoid inhabits its own region of space, warping and twisting the void between the stars. When Allabar approaches a world, its region of influence grows, corrupting any native life until the world is torn from reality and thrust into the Far Realm.
Lair Actions
On initiative count 20 (losing initiative ties), Allabar can take one of the following lair actions; Allabar can’t take the same lair action two rounds in a row:
Reality Failure. Allabar creates a breach in reality at a point it can see within 150 feet of it. Each creature within 30 feet of that point must make a DC 26 Wisdom saving throw. On a failed save, the creature can't take reactions and must roll a d10 to determine its behavior until the end of its next turn.
d10
Behavior
1
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2–7
The creature doesn't move or take actions this turn.
8–10
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
Warped Ground. The surface within 120 feet of Allabar writhes, becoming difficult terrain, and spawns grasping appendages until initiative count 20 on the round after next. Each creature of Allabar’s choice that starts its turn within 30 feet of the surface must succeed on a DC 24 Dexterity saving throw or be grappled. Escaping requires a successful DC 26 Strength (Athletics) or Dexterity (Acrobatics) check.
Bend Space. Allabar's presence bends space in a 120-foot radius centered around it. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DC 24 Strength saving throw or take 22 (4d10) force damage and be pulled 60 feet toward Allabar.
Regional Effects
The region containing Allabar’s lair is twisted by its alien influence, creating one or more of the following effects:
Liminal Bridge. The area within 10 miles of the lair is a liminal region between the known multiverse and the Far Realm. Incursions by aberrations such as gibbering mouthers and star spawn are frequent.
Sight Beyond. Within 10 miles of the lair, images of creatures, objects, and structures from alternate dimensions can be seen. These apparitions can’t be harmed, and they don’t interact with creatures or objects in any way.
If Allabar is destroyed, these effects fade over the course of 1d10 days.
Chupoclops
Aura of Despair. Each creature within 30 feet of Chupoclops makes Wisdom saving throws and death saving throws with disadvantage, and regains half the normal number of hit points from any healing.
Legendary Resistance (3/Day). If Chupoclops fails a saving throw, it can choose to succeed instead.
Magic Resistance. Chupoclops has advantage on saving throws against spells and other magical effects.
Soul Sense. Chupoclops can sense the location of any creature within 120 feet of it, unless that creature's type is Construct.
Spider Climb. Chupoclops can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. Chupoclops ignores movement restrictions caused by webbing.
Well of Souls (Mythic Trait; Recharges after a Short or Long Rest). If Chupoclops is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 490 hit points and is surrounded by a swarm of partially-devoured souls. Whenever a creature within 30 feet of Chupoclops hits it with an attack, the swarm retaliates, dealing 11 (2d10) necrotic damage to the attacker. Additionally, Chupoclops can now use the options in the “Mythic Actions” section. Award a party an additional 75,000 XP (150,000 XP total) for defeating Chupoclops after it uses Well of Souls.
Multiattack. Chupoclops makes three Bite attacks and two Foreleg attacks. It also uses Frightful Presence.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 39 (6d12 + 9) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 25 Strength saving throw or be swallowed by Chupoclops. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside Chupoclops, and it takes 36 (8d8) necrotic damage at the start of each of Chupoclops's turns.
If Chupoclops takes 50 damage or more on a single turn from a creature inside it, Chupoclops must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Chupoclops. If Chupoclops dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Foreleg. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) force damage.
Frightful Presence. Each creature of Chupoclops' choice within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Chupoclops is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Chupoclops' Frightful Presence for the next 24 hours.
Soul Web (Recharge 5–6). Chupoclops weaves a web of ethereal silk that fills a 30-foot cube next to it. The web is difficult terrain, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a DC 23 Constitution saving throw. On a failed save, the creature takes 18 (4d8) necrotic damage. This webbing is immune to all damage except radiant damage. A 5-foot cube of the web is destroyed if it takes at least 20 radiant damage on a single turn.
Spellcasting. Chupoclops casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: blink, etherealness, weird
Chupoclops can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Chupoclops regains spent legendary actions at the start of his turn.
Ethereal Jaunt. Chupoclops magically enters the Ethereal Plane from the Material Plane, or vice versa.
Foreleg. Chupoclops makes a Foreleg attack.
Move. Chupoclops moves up to its speed without provoking opportunity attacks.
Bite (Costs 2 Actions). Chupoclops makes one bite attack.
If Chupoclops' Well of Souls trait is active, it can use the options below as legendary actions.
Devour Soul. Chupoclops devours a soul from its ghostly shroud. The next melee attack that Chupoclops makes before the end of its next turn deals an extra 44 (8d10) psychic damage on a hit.
Soul Web (Costs 2 Actions). Chupoclops recharges Soul Web and uses it.
Enervating Web (Costs 3 Actions). Each creature in a space filled with Chupoclops's Soul Web must succeed on a DC 23 Constitution saving throw or suffer one level of exhaustion.
Lair and Lair Actions
Chupoclops’s Lair
Chupoclops stalks the roiling mists of the Ethereal Plane. Though Chupoclops is banned from leaving the Ethereal Plane, the creature frequently travels between the Border and Deep Ethereal. Chupoclops lairs near Material Plane graveyards and Ethereal Curtains to devour wandering ghosts and planar adventurers.
Lair Actions
On initiative count 20 (losing initiative ties), Chupoclops can take one of the following lair actions; Chupoclops can’t take the same lair action two rounds in a row:
Nightmare Figment. Chupoclops weaves a nightmarish figment from the Ethereal mists on a point on the ground that Chupoclops can see within 120 feet of it. Each creature that can see the figment must succeed on a DC 23 Wisdom saving throw or take 11 (2d10) psychic damage and be frightened until the end of their next turn.
Summon Phase Spider. Chupoclops summons a phase spider from the Deep Ethereal. The phase spider appears next to a hostile creature that Chupoclops can see, makes an attack against that creature, and then disappears.
Regional Effects
The region containing Chupoclops’s lair is warped by the creature’s unnatural presence, creating one or more of the following effects:
Arachnid Allies. Spiders within 6 miles of Chupoclops’s lair serve as the creature's and ears. Ghosts are strangely absent, hinting at the presence of an unnatural predator.
Ethereal Mist. Swirling mist lightly obscures the land within 6 miles of the lair.
Night Terrors. Creatures that sleep within 6 miles of the lair are afflicted by terrifying nightmares. Any creature that finishes a short or long rest in this area must succeed on a DC 23 Wisdom saving throw or derive no benefit from the rest.
If Chupoclops dies, these effects fade over the course of 1d10 days.
Dagon
Amphibious. Dagon can breathe air and water.
Form of Madness. Any creature that starts its turn within 120 feet of Dagon that can see it must make a DC 23 Wisdom saving throw. On a failed save, the creature is frightened and suffers the effect of the confusion spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to Dagon's Form of Madness for the next 24 hours.
Freedom of Movement. Dagon ignores difficult terrain, and magical effects can't reduce its speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Legendary Resistance (3/Day). If Dagon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Dagon has advantage on saving throws against spells and other magical effects.
Regeneration. Dagon regains 15 hit points at the start of his turn.
Siege Monster. Dagon deals double damage to objects and structures.
Multiattack. Dagon makes one Bite attack, two Claw attacks, and two Tentacle attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) force damage. If the target is a Large or smaller creature grappled by Dagon, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Dagon, and it takes 49 (14d6) acid damage at the start of each of Dagon's turns.
If Dagon takes 50 damage or more on a single turn from a creature inside him, Dagon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Dagon. If Dagon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.
Claw. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) slashing damage.
Tentacle. Melee Weapon Attack: +18 to hit, reach 40 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage plus 11 (2d10) poison damage, and the target is grappled (escape DC 26). Until this grapple ends, the target is poisoned and restrained, and Dagon can’t use this tentacle against other targets. Dagon has ten tentacles, each of which can grapple one target.
Doomsong (Recharge 6). Dagon emits a hypnotic, rumbling song that can lure nearby creatures to his location. Each creature within 300 feet of Dagon that can hear him must succeed on a DC 23 Wisdom saving throw or be charmed by Dagon until the song ends. While charmed in this way, the target gains vulnerability to psychic damage and tries to get as close to Dagon as possible, using its actions to Dash until it is within 5 feet of Dagon. When the creature has done so, it can't willingly move away from Dagon.
If the charmed creature takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Dagon must concentrate to maintain the song (as if concentrating on a spell), which lasts for up to 1 minute.
Spellcasting. Dagon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: darkness, dispel magic, telekinesis, phantasmal killer
3/day each: gate, symbol (as an action)
Teleport. Dagon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Dagon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Dagon regains spent legendary actions at the start of his turn.
Tentacle. Dagon makes one Tentacle attack.
Dark Speech (Costs 2 Actions). Each creature within 30 feet of Dagon that can hear him must succeed on a DC 23 Wisdom saving throw or be stunned until the end of Dagon's next turn.
Claws of the Deep (Costs 3 Actions). Dagon makes a Claw attack against each creature within 30 feet of him.
Lair and Lair Actions
Dagon’s Lair
Dagon's realm, known as Shadowsea, is the 89th layer of the Abyss. The Shadowsea is a tortured undersea landscape of jagged mountains and abyssal trenches. No light
penetrates these waters, which teem with oozes able to withstand the immense pressures of the deep. Many sunken cities can be found here—ancient ruins in which dwell kuo-toas and aboleths bound in service to Dagon. The largest of these cities is the demesne of the demon lord. Dagon’s amorphous mud palace looms over a madness-inducing panorama of twisted towers, yawning gulfs, and halls and grottos that shimmer with their own unearthly light.
Lair Actions
On initiative count 20 (losing initiative ties), Dagon can take one of the following lair actions; Dagon can’t take the same lair action two rounds in a row:
Doom Chord. Each creature charmed by Dagon takes 22 (4d10) psychic damage.
Obscure Water. Water within 120 feet of Dagon becomes murky and opaque until initiative count 20 of the next round. A creature with darkvision can’t see through the water, and light can’t illuminate it.
Tidal Pull. A strong current moves through Dagon’s lair. Each creature within 60 feet of Dagon must succeed on a DC 26 Strength saving throw or be pulled up to 60 feet toward Dagon. On a success, the creature is pulled 10 feet toward Dagon.
Regional Effects
The region containing Dagon’s lair is warped by his magic, creating one or more of the following effects:
Allies in the Depths. Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Dagon and aggressive toward intruders in the area.
Alter Water. With a thought (no action required), Dagon can initiate a change in the water within his lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
Deep Sight. Water within 6 miles of the lair is a conduit for Dagon's demonic presence. As an action, Dagon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region.
Illusory Leviathans. Images of tentacled leviathans stalk the seas within 6 miles of Dagon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
Locate Creatures and Objects. Dagon is aware of any new arrival, whether an object or a creature, in the region containing his lair. As an action, Dagon can locate any one creature or object in the region. Visitors to the the region feel as though they are being watched, even when they aren’t.
If Dagon dies, these effects fade over the course of 1d10 days.
Cultists of Dagon
Dagon grants his cultists special abilities. All his devotees gain the Amphibious trait below. He grants his rank-and-file followers the Weird Insight trait, and cult leaders gain the Doom Drone trait.
Amphibious. This creature can breathe air and water.
Doom Drone (Recharge 6). This creature targets one creature it can see within 30 feet of it that can hear it. The target must succeed on a DC 15 Wisdom saving throw or take 16 (3d10) psychic damage and be forced to use all its movement on its next turn to get as close to this creature as possible.
Weird Insight. This creature targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against this creature’s Wisdom (Insight) check. If this creature wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Guecubu
Haunting Aura. The guecubu’s presence is unnerving and distracting. Any creature that is not a Construct or Undead that finishes a short or long rest within 60 feet of the guecubu must succeed on a DC 14 Wisdom saving throw or derive no benefit from the rest. If a creature's saving throw is successful, the creature is immune to the guecubu's Haunting Aura for the next 24 hours.
Incorporeal Movement. The guecubu 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.
Invisibility. The guecubu is invisible.
Sleep Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) necrotic damage. If the target isn’t a Construct or an Undead, it must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it.
Possession (Recharge 6). One sleeping Humanoid that the guecubu can see within 5 feet of itself must succeed on a DC 14 Charisma saving throw or be possessed by the guecubu; the guecubu then disappears, and the target is incapacitated and loses control of its body. The guecubu now controls the body but doesn’t deprive the target of awareness. The guecubu can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the guecubu ends it as a bonus action, or the guecubu is forced out by an effect like the dispel evil and good spell. When the possession ends, the guecubu reappears in an unoccupied space within 5 feet of the body. The target is immune to this guecubu’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Spellcasting. The guecubu casts the following spell, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: detect thoughts
Telekinetic Thrust. The guecubu targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.
If the target is a creature, the guecubu makes a Charisma check contested by the target’s Strength check. If the guecubu wins the contest, the guecubu hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.
If the target is an object that isn’t being worn or carried, the guecubu hurls it up to 30 feet in any direction. The guecubu can use the object as a ranged weapon, attacking one creature along the object’s path (+6 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.
Seraphic Horror
Alien Mind. If a creature tries to read the horror’s thoughts or deals psychic damage to it, that creature must succeed on a DC 17 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The horror has advantage on saving throws against spells and other magical effects.
Multiattack. The horror makes two Mace attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) psychic damage.
Spellcasting. The horror casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: disguise self, dissonant whispers
3/day: sickening radiance
Warp Creature (Recharge 6). The horror targets one creature it can see within 120 feet of it. The target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this horror’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living star spawn grue under the horror’s control. The transformation of the body can be undone only by a wish spell.
Tsochar
Wear Flesh. The tsochar can attempt to inhabit the body of a Beast or Humanoid. The tsochar must touch the target, who must be either willing or incapacitated, for 1 minute, after which the target must make a DC 13 Constitution saving throw. On a failed save, the target is inhabited by the tsochar. While inhabiting a creature, the tsochar has total cover against attacks and other effects originating outside its host. The tsochar can see through the host's eyes and hear what it hears, gaining the benefits of any special senses that the host has.
The inhabitation lasts until either the tsochar ends the it as an action, dealing 10 (3d6) piercing damage to the host, or the tsochar is forced out of the body by an effect such as the dispel evil and good or lesser restoration spells. When the inhabitation ends, the tsochar emerges in an unoccupied space within 5 feet of the host.
Multiattack. The tsochar makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, it takes 3 (1d6) poison damage at the start of each of its turns, and the tsochar can't use this tentacle on another target. The tsochar has four tentacles.
Replace. While Wear Flesh is active, the tsochar bores into the body of a creature it is inhabiting. The host must succeed on a DC 13 Constitution saving throw or take 21 (6d6) piercing damage and be poisoned for 1 minute. The poisoned host can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If this damage reduces the host to 0 hit points, the host dies and the tsochar takes control of the host's body, which remains living, and the tsochar gains 20 temporary hit points. While in control of a host, the tsochar adopts the host's size and ability to cast spells, if any. Its game statistics otherwise remain the same.
The replacement lasts for 1 year or until the temporary hit points are lost (at which point the body becomes a corpse) or the tsochar ends its inhabitation as an action. When the replacement ends, the tsochar emerges in an unoccupied space within 5 feet of the corpse.
The Taken
Dark Shroud. In an area of dim light or darkness, the taken gains 10 temporary hit points at the beginning of each of its turns. While it has these temporary hit points, the taken has the following benefits:
Light Hypersensitivity. The taken takes 10 radiant damage when it starts its turn in bright light. While in bright light, it has disadvantage on attack rolls and ability checks.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Shadow Step. While in dim light or darkness, the taken teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
The Spirit
Detect Life. The spirit can magically sense the presence of creatures up to 5 miles away that aren’t Undead or Constructs. It knows the general direction they’re in but not their exact locations.
Ethereal Sight. The spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Phase Walk. When the spirit takes the Dash action, it gains the effect of the blur spell until the beginning of its next turn.
Unusual Nature. The spirit doesn’t require air, food, drink, or sleep.
Multiattack. The spirit makes three Shattered Sword attacks. It also uses Horrifying Visage.
Shattered Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Etherealness. The spirit magically enters the Ethereal Plane from the Material Plane, or vice versa.
Horrifying Visage. Each non-Undead creature within 60 feet of the spirit that can see it must succeed on a DC 14 Wisdom saving throw or be frightened of it for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spirit’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Haunting (Recharge 5–6). The spirit teleports up to 60 feet to an unoccupied space it can see. It then has advantage on the first melee attack it makes before the end of the turn.