Medium Undead (Shifter), Any Evil Alignment
Armor Class 19 Natural Armor
Hit Points 175 (15d10 + 40)
Speed 50 ft., It can hover
STR
16 (+3)
DEX
26 (+8)
CON
17 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +14, WIS +8
Skills Stealth +9
Damage Vulnerabilities Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Blindsight 30, Passive Perception 15
Languages Understands all languages but cannot speak
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Ethereal Shielding. The Visage is shielded against any spells that would detect its location or read its thoughts.

Faultless Tracker. The Visage, once given a target, knows the location and plane of existence the target is on at all times. The Visage also has advantage on intimidation checks against their target. 

Sunlight Sensitivity. The Visage has disadvantage on perception checks and stealth checks while in sunlight or bright light. 

Incorporeal Movement: The Visage 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.

Actions

Multiattack.  The Visage can make three attacks, two with its claws and one with its piercing gaze

Claw. +12 to hit, reach 5 ft., one target. 3d12 + 7 Slashing damage. If the Visage has advantage on its attack roll, add an extra 3d6 slashing

Piercing Gaze. range 60ft., 2 target. The Visage can target two creatures within 60 feet with its mesmerizing view. Both targets must may a DC 19 CHA saving throw or they take 2d10 psychic damage. They next attack the Visage makes against both targets is at advantage as well.

Possession (Recharge 6). One creature that the Visage can see within 5 ft. of it must succeed on a DC 19 Charisma saving throw or be possessed by the Visage; the Visage then disappears, and the target is incapacitated and loses control of its body. The Visage now controls the body but doesn't deprive the target of awareness. The Visage can't be targeted by any attack, spell, or other effect that would not affect the target instead, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics and knowledge, but doesn't gain access to the class features or proficiencies. The possession lasts until the body drops to 0 hit points, the Visage ends it as a bonus action, or the Visage is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Visage reappears in an unoccupied space within 5 ft. of the body. The target is immune to this Visage's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Those who are possessed smell faintly of grave soil and mildew. 

Legendary Actions

The Visage has 2 Legendary Action Points

Detect (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A withering shadow with a long neck and beak like a vulture with dazingly purple eyes, a Visage is typically a soul that has been warped and amped by a necrotic ritual by followers of Vecna. Through this unholy ceremony, a Visage becomes a vehicle for the will of the Cult of Vecna. They are often sent to retrieve information from targets, and then snuff out their life. Through inhabiting the body of a creature, the Visage collects their memories and experiences, allowing the specter to mimic the behaviors and mannerisms of the possession with an uncanny resemblance. The only telling sign a creature has been possessed by a Visage is by the foul odor that follows them, one that reeks of mildew and the rot of the grave. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

Campgnaccnt

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