Crushing End. If damage reduces Babadook to 0 hit points, Babadook instead drops to 1 hit point unless the damage is the result of Shemshime being crushed by an object weighing at least 1,000 pounds.
Incorporeal Movement. Babadook can move through other creatures and objects as if they were difficult terrain. It takes 5 (10d10) force damage if it ends its turn inside an object.
Spellcasting. Babadook has an innate spell casting, DC 13, charisma is its spellcasting ability.
Spells: Level1: Ray of sickness 1/1, Sleep 1/1, Shield 2/2, Ice knife 2/2
Level2: Crown of madness 1/1, Darkness 1/1
These spells recharge after a long rest.
Maddening Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) psychic damage.
Whispers of Violence. Babadook chooses up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 13 Wisdom saving throw, or that target takes 7 (1d8+3) psychic damage and must use its reaction to make a melee weapon attack against one creature it can reach (Babadook’s choice) that Babadook can see.
Howling Babble (Recharge 6). Babadook targets one creature it can see within 30 feet of it. The creature must make a DC 13 Wisdom saving throw. On a failed save, it takes 21 (4d8+3) psychic damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned.
Comments