Ethereal Sight. The HLE can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The HLE 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.
Annoying Advice. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
Etherealness. The HLE enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Harmless Visage. Each creature within 30 feet that is not a construct or undead must suceed on a DC 20 Wisdom saving throw or be charmed for 1 hour by the HLE. While charmed in this way, the targets see the HLE as a cute pet and will attempt to stop others from harming it in any way short of putting their life in danger. The HLE can end this at any time from anyplace.
Possession (Recharge 6). One humanoid that the HLE can see within 5 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by the HLE; the HLE then disappears, and the target is incapacitated and loses control of its body. The HLE now controls the body but doesn't deprive the target of awareness. The HLE can't be targeted by any attack, spell, or other effect, except ones that turn celestials, 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 HLE ends it as a bonus action, or the HLE is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this HLE's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Drunken Dodge. As a reaction the HLE can make a DC 5+attack roll Dexterity saving throw to dodge an attack.
Sacrificial Swap. When a creature the HLE can see within 60 feet of it gets hit with an attack that would kill it, the HLE can swap places with it, causing the target to take 0 damage and dropping the HLE to 0 HP
Description
An HLE is what you get when many people come together and think loud and hard about something. In this case, the Tavern Variety HLE was made by a group thinking of food, drink, and a place to sleep in a nice bed.
Lair and Lair Actions
The HLE's layer is generally a tavern, as it is a tavern variety.
Lair Actions. While in its lair, the HLE can take the following lair actions on initiative count twenty (losing intiative ties).
Lair Rebirth. If the HLE is reduced to 0 HP and killed while it has a lair, it reforms in 3d6 days in that lair.
Poisonous Drink. While in the HLE's layer, a poisoned creature can make an entreaty to the HLE to help them. If the HLE so chooses, the creature loses the poisoned condition and gains an immunity to poison while within the HLE's layer.
This is very interesting.
I like it.