Medium Undead, Chaotic Evil
Armor Class 12
Hit Points 55 (10d8 + 10)
Speed 0 ft., fly 40 ft. (hover)
STR
6 (-2)
DEX
15 (+2)
CON
13 (+1)
INT
13 (+1)
WIS
7 (-2)
CHA
16 (+3)
Skills Perception +2
Damage Resistances Acid, Fire, Lightning, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Any languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Detect Magic Items. The soul can magically sense the presence of magic items up to 5 miles away. It knows the general direction they're in but not their exact locations.

Incorporeal Movement. The soul 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.

Paranoid. The soul can't be surprised and it has advantage on ability checks made for initiative.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage.

Ray of Madness. One creature the soul can see must succeed on a DC 13 Dexterity saving throw, or else it takes 14 (4d6) psychic damage and it can't take reactions and suffers from madness until the end of its next turn. A creature with madness must make a DC 13 Wisdom saving throw at the start of each of its turns. On a failure, the creature rolls a d4 to determine what it does during its turn. On a 1 or 2, the creature does nothing. On a 3, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 4, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Horrifying Visage. Each non-undead creature within 60 feet of the soul that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this soul'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.

Description

Adventurers that died but were trapped by necromancy can rise again as tortured, insane undead spirits known among other adventurers as twisted souls. The only way to set them free from madness and release them to the afterlife is to destroy their twisted undead forms.

Doomed Dungeoneers. Twisted souls are created by the same dark energies that they often sought to defeat, the dark energies that inhabit ancient ruins, dungeons, caverns, and temples. Adventurers who are trapped for long periods of time, especially those who become lost and separated from their allies, may spend the last few days of their life cursing their adventure and the lust for treasure that brought them there, leading their soul to become twisted upon death.

Maddened Pillagers. Unlike ghosts, twisted souls do not retain their alignment or personality from life. They may retain some fragmented memories of life, but they don't feel any personal connection to those memories while they are trapped as a twisted soul. Their death in the act of seeking out ancient treasures curses these souls. They hunger to obtain treasure and magic items despite being unable to hold or possess them, and in their madness they will eagerly kill anyone they can sense to be carrying magic items out of an insatiable desire to loot the carriers' corpses.

Some of them are twisted in the opposite direction, and despise magic items instead of coveting them. But since their response is still to kill whoever carries the magic item, most who encounter them hardly notice.

Undead Nature. A twisted soul doesn't require air, food, drink, or sleep.

Monster Tags: undead

Habitat: UnderdarkUrban

BenevolentEvil

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