Deathly Gaze. Each creature that stares into the mask of the spirit must succeed on a DC 13 Charisma saving throw or be frightened for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
False Immortality. The spirit cannot be easily destroyed by natural means. If it's reduced to 0 hit points, its body reforms 1d8 hours later, unleash the area where it was destroyed is holy ground, such as if it's under the effect of the hallow or guards and wards spells.
Multiattack. The spirit makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Essence Drain. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (2d4 + 2) radiant damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or gain one level of exhaustion.
Description
After certain creatures die, their spirits linger on. Left to themselves, these spirits quickly fade, leaving no trace of their past lives. But an ingenious wizard created a powerful spell to bind the spirits of his loved ones within metallic shells, ensuring they would live forever. These shells consist of plates of steel held together by pulsing blue energy, a crude mask where the face would be.
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