Craft Form: The Spirit is able to craft a form from loose debris or objects, to encase itself in a protective shell which it can craft into the shape of any Creature or Monster equal to its Challenge Rating.
The size of its form can range from Small to Large, depending on its size will determine is crafted forms Hit Points & Armour Class.
Small: Armour Class: 16, HP: 48 (10d6+2)
Medium: Armour Class: 14, HP: 64 (10d8+2)
Large: Armour Class: 12, HP: 86 (10d10+2)
Once its crafted form has been destroyed the spirits true form will reappear.
Spirit Form Actions:
Multi-Attack: The creature can perform 2 Bouncing Ball Ranged Attacks.
Spirit Touch: Melee Weapon Attack: +4 to hit, Reach 5ft, 1 Targets, Hit (2d6 +4) Radiant Damage.
Bouncing Ball: Ranged Spell Attack: +4, Range: 60ft, 1 Target, (1d8 +4) Force Damage. When hit target must make a DC 12 Strength Saving throw on a failed save they are moved 10ft in a random direction.
Invisibility: The spirit is able to turn itself invisible as an action, while invisible the spirit is unable to attack and can only be used to escape.
Spells:
Minor Illusion: The Spirit is able to cast the minor illusion Cantrip as an action.
Second Childhood: The Spirit is able to cast this spell as an action up to 3 times a day, regenerates charges after a long rest. The target must make a DC15 Wisdom saving throw.
Craft Form Actions:
Multi-Attack: The creature can perform 2 "Melee Strikes" with its crafted weapons.
Melee Strike: Melee Weapon Attack: +4 to hit, Reach 5ft, 1 Target, Hit (2d6 +4) Bludgeoning Damage.
Debris Blast (Recharge 5–6): The spirits generates a burst of energy directing a beam of force in an 60-foot line which is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 19 (3d8) Force Damage on a failed save or half on a successful save.
Spirit Form:
Disengage: As a Bonus action the Spirit is able to take the Disengage action.
Spirit Form Reactions:
Form Disperse: When hit the spirit is able to displace its form and teleport up to 60ft in a puff of cold mist, all creatures within 5ft must make a DC12 Constitution Saving throw and take 1d8 cold damage on a failed save, or half on successful save. It is able to use this reaction to a maximum of 3 times per day.
Craft Form Reactions:
Form Reinforcement: When hit the spirit is able to displace part of its crafted form to strengthen target area to add +5 to its Armor Class. It is able to use this reaction to a maximum of 3 times per day.
Description
Enter a general description for your monster here.
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.
Previous Versions
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9/12/2021 9:14:21 PM
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1.0
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9/12/2021 9:28:40 PM
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7
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9/12/2021 9:47:31 PM
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10
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1
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1.2
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9/25/2021 5:41:47 PM
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20
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1
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1.3
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Coming Soon
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Posted Sep 25, 2021Still a work in progress, however think it is getting near completion.
Thinking of making this Spirit take the form of a Child which never got to experience a proper childhood as past on to soon.