Lastoa'giza Infiltrator Medium construct, any alignment
Armor Class 10 Natural Hit Points 10 (1d10) Speed 0 ft., creature is immobile until activated
STR 1 (-5) DEX 1 (-5) CON 1 (-5) INT 1 (-5) WIS 1 (-5) CHA 18 (+4)
Senses Passive Perception 13 Languages -- Challenge 6 (2,300 XP)
Description: Lastoa'giza are extremely vulnerable, medium-sized, humanoid-shaped, inert Constructs, powered by radiant energy. At the core of the Lastoa'giza Infiltrator is a phylactery which holds three, faithless, undead souls. When activated the Construct transforms into the form of one of its souls; becoming a formidable foe; allowing each soul, in turn, a corporeal existence for as long as it can survive. (A DC 25 Arcana Check is needed to detect exactly what they are)
Three Souls: Select souls by choosing from or rolling on the options below (d3). Once selected the soul becomes the Active Soul:
Mage (lvl 3 spellcaster) statistics become as follows: AC 13 Natural; HP 26; Speed 30; Abilities: STR 9 (-1), DEX 16 (+3), CON 16 (+3), INT 18 (+4) WIS 13 (+1) CHA 12 (+1); Saving Throws INT +6, WIS +3 Rogue (lvl 3 Swashbuckler) statistics become as follows: AC 16 Studded Leather; HP 30; Speed 30; Abilities: STR 12 (+1), DEX 18 (+4), CON 18 (+4), INT 12 (+1) WIS 13 (+1) CHA 14 (+2); Saving Throws: DEX +6, INT +3; Feats: Fancy Footwork; Bonus Actions: Cunning Action, Two-Weapon Fighting, Warrior (lvl 3 Champion) statistics become as follows: AC 16/18 Chain Mail/Sheild; HP 33; Speed 30; Abilities: STR 18 (+4), DEX 16 (+3), CON 18 (+4), INT 11 (+0) WIS 12 (+1) CHA 12 (+1); Saving Throws STR +6, CON +6; Feats: Two-Weapon Fighting, Improved Critical-score a critical hit on a roll of 19 or 20, Action Surge (once per encounter); Bonus Actions: Second Wind-regain 7 HP (once per encounter) Turn Resistance: Lastoa'giza have advantage on saving throws against any effect that turns undead.
Possession: One humanoid that the Infiltrator can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by one of the Infiltrator's inactive souls. Upon a fail, the possessing soul leaves the phylactery, possessing the target, which is incapacitated and loses control of its body. The Infiltrator now controls the body but doesn't deprive the target of awareness. The Infiltrator can't be targeted by any attack, spell, but looses its advantage against all spells or affects that turn undead while it is outside of the phylactery, and it retains its alignment, Intelligence, Wisdom, Charisma. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiency.
The possession lasts until the body drops to 0 hit points, the Infiltrator ends it as a bonus action, or the Infiltrator is turned or forced out of the body by an effect like the dispel evil and good spell. When the possession ends, the Infiltrator returns to its phylactery if within 100' of it; otherwise the soul is considered truly dead. The target is immune to this Infiltrator's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Each soul may attempt one possession per 24 hour period.
Actions Mage: Arcane Focus. 3rd lvl spell caster, Hit +6 DC 14, may cast 4 lvl 1 and 2 lvl 2 spells. (Suggested Spells: Cantrips (at will) Fire Bolt, Poison Spray, 1st Lvl (4 slots) Magic Missile, Ray of Sickness, 2nd lvl (2 slots) Blindness/Deafness, Shatter.
Rogue: Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage; Dagger. Melee/Range Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage; Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage
Warrior: Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6)/9 (1d10 +4) piercing damage; Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 +3) piercing damage
Reactions Transformation (up to twice per round): When a soul has 0 hp a new soul emerges from the phylactery (per roll of the dice), replacing the stats of the previous soul. When all souls are at 0 hp, the Lastoa'giza is truly dead and reduced to an inert straw figure containing an empty phylactery and no other possessions.
Description Infiltrators are a variant of the Lastoa'giza and are judged by their Creators, who have taken considerable care with the crafting of each infiltrator, to be an improvement over the originals . These Lastoa'giza are elite soldiers, intended to disrupt the opposition. Not much care is given to the character of the bound souls; only that they are superior in their abilities, and willing to do battle for the Creator.
An Infiltrator may be attached to a Company of Lastoa'giza, however they excel working alone and in small groups, moving among the enemy, using the enemy's own resources against them. Lastoa'giza will be most active during daylight, as they can only take a long rest between the hours of dusk and dawn.
Limited Healing: While in their natural form they are Constructs, and can only be healed or repaired by a Wish spells, or by their creator. While shapechanged, they count as Undead for both detection and healing.
Construct Repair. The Construct can only be repaired by a Wish spell or by its creator. A Soul can only be bound to a Construct's phylactery by its Creator
Lastoa'giza Infiltrator
Medium construct, any alignment
Armor Class 10 Natural
Hit Points 10 (1d10)
Speed 0 ft., creature is immobile until activated
STR
1 (-5)
DEX
1 (-5)
CON
1 (-5)
INT
1 (-5)
WIS
1 (-5)
CHA
18 (+4)
Senses Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Description: Lastoa'giza are extremely vulnerable, medium-sized, humanoid-shaped, inert Constructs, powered by radiant energy. At the core of the Lastoa'giza Infiltrator is a phylactery which holds three, faithless, undead souls. When activated the Construct transforms into the form of one of its souls; becoming a formidable foe; allowing each soul, in turn, a corporeal existence for as long as it can survive. (A DC 25 Arcana Check is needed to detect exactly what they are)
Three Souls: Select souls by choosing from or rolling on the options below (d3). Once selected the soul becomes the Active Soul:
Mage (lvl 3 spellcaster) statistics become as follows: AC 13 Natural; HP 26; Speed 30; Abilities: STR 9 (-1), DEX 16 (+3), CON 16 (+3), INT 18 (+4) WIS 13 (+1) CHA 12 (+1); Saving Throws INT +6, WIS +3
Rogue (lvl 3 Swashbuckler) statistics become as follows: AC 16 Studded Leather; HP 30; Speed 30; Abilities: STR 12 (+1), DEX 18 (+4), CON 18 (+4), INT 12 (+1) WIS 13 (+1) CHA 14 (+2); Saving Throws: DEX +6, INT +3; Feats: Fancy Footwork; Bonus Actions: Cunning Action, Two-Weapon Fighting,
Warrior (lvl 3 Champion) statistics become as follows: AC 16/18 Chain Mail/Sheild; HP 33; Speed 30; Abilities: STR 18 (+4), DEX 16 (+3), CON 18 (+4), INT 11 (+0) WIS 12 (+1) CHA 12 (+1); Saving Throws STR +6, CON +6; Feats: Two-Weapon Fighting, Improved Critical-score a critical hit on a roll of 19 or 20, Action Surge (once per encounter); Bonus Actions: Second Wind-regain 7 HP (once per encounter)
Turn Resistance: Lastoa'giza have advantage on saving throws against any effect that turns undead.
Possession: One humanoid that the Infiltrator can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by one of the Infiltrator's inactive souls. Upon a fail, the possessing soul leaves the phylactery, possessing the target, which is incapacitated and loses control of its body. The Infiltrator now controls the body but doesn't deprive the target of awareness. The Infiltrator can't be targeted by any attack, spell, but looses its advantage against all spells or affects that turn undead while it is outside of the phylactery, and it retains its alignment, Intelligence, Wisdom, Charisma. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiency.
The possession lasts until the body drops to 0 hit points, the Infiltrator ends it as a bonus action, or the Infiltrator is turned or forced out of the body by an effect like the dispel evil and good spell. When the possession ends, the Infiltrator returns to its phylactery if within 100' of it; otherwise the soul is considered truly dead. The target is immune to this Infiltrator's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Each soul may attempt one possession per 24 hour period.
Actions
Mage: Arcane Focus. 3rd lvl spell caster, Hit +6 DC 14, may cast 4 lvl 1 and 2 lvl 2 spells. (Suggested Spells: Cantrips (at will) Fire Bolt, Poison Spray, 1st Lvl (4 slots) Magic Missile, Ray of Sickness, 2nd lvl (2 slots) Blindness/Deafness, Shatter.
Rogue: Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage; Dagger. Melee/Range Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage; Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage
Warrior: Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6)/9 (1d10 +4) piercing damage; Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 +3) piercing damage
Reactions
Transformation (up to twice per round): When a soul has 0 hp a new soul emerges from the phylactery (per roll of the dice), replacing the stats of the previous soul. When all souls are at 0 hp, the Lastoa'giza is truly dead and reduced to an inert straw figure containing an empty phylactery and no other possessions.
Description
Infiltrators are a variant of the Lastoa'giza and are judged by their Creators, who have taken considerable care with the crafting of each infiltrator, to be an improvement over the originals . These Lastoa'giza are elite soldiers, intended to disrupt the opposition. Not much care is given to the character of the bound souls; only that they are superior in their abilities, and willing to do battle for the Creator.
An Infiltrator may be attached to a Company of Lastoa'giza, however they excel working alone and in small groups, moving among the enemy, using the enemy's own resources against them. Lastoa'giza will be most active during daylight, as they can only take a long rest between the hours of dusk and dawn.
Limited Healing: While in their natural form they are Constructs, and can only be healed or repaired by a Wish spells, or by their creator. While shapechanged, they count as Undead for both detection and healing.
Construct Repair. The Construct can only be repaired by a Wish spell or by its creator. A Soul can only be bound to a Construct's phylactery by its Creator