Crooked Shadow. Whenever the Crooked Man takes damage, it can instantly teleport to another unoccupied space in 30 feet of its actual position.
Crooked Sight. The Crooked Man can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The Crooked Man 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.
Avatar of vengeance. The Crooked Man can not die until it fulfills its objective, normally being killing a person or a small group of people, moment is which it stops existing.
Spellcasting. The Crooked Man is a 17th level spellcaster. Its spellcasting ability is Carisma (spell save DC 20 +12 to hit with spell attacks). The Crooked Man has following spells prepared:
Cantrips (at will): Chill touch, Toll the dead
1st level (O O O O): Arms of Hadar, Disguise Self, Inflict wounds, Ray of Sickness
2nd level (O O O): Blidness/Deafness, Invisibility, Misty Step, Ray of Enfeeblement
3rd level (O O O): Haste, Speak with Dead, Bestow Curse, Hypnotic Pattern, Slow, Vampiric Touch
4th level (O O O): Greater Invisibility, Blight, Evar's Black Tentacles
5th level (O O): Contagion, Dream, Cloudkill,
6th level (O): Arcane Gate
7th level (O): Finger of Death
8th level (O): Horrible marchitamiento de Abi Dalzim
9th level (O): Weird
Multiattack. The Crooked Man makes two Crooked Touch attacks.
Crooked Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) necrotic damage. The target must succeed in a Constitucion ST CD 20 or have its maximum hit points reduced until finishes a ling rest by the same amount as the damage taken.
Etherealness. The Crooked Man enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the Crooked Man that can see it must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also has to use it's reaccion to move it's full speed away from the Crooked Man. 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 the Crooked Man's Horrifying Visage for the next 24 hours.
Possession (Recharge 5-6). One humanoid that the Crooked Man can see within 5 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by the Crooked Man; the Crooked Man then disappears, and the target is incapacitated and loses control of its body. The Crooked Man now controls the body but doesn't deprive the target of awareness. The Crooked Man can't be targeted by any attack, spell, or other effect, 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, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the Crooked Man ends it as a bonus action, or the Crooked Man is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Crooked Man reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Undead summoning (Once per long rest). The Crooked Man takes one minute and summons 1d6 Ghosts and 1d4 Wraith in an unoccupied space 60' from him. They stay with him and follows it's orders until the Crooked Man dispels them. If the Crooked Man uses this ability again, the previous summons are instantly dispeld.
The Crooked Man can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Crooked Man regains spent legendary actions at the start of its turn.
Crooked Visage (Costs 1 Action). The Crooked Man uses the Horrifying Visage action.
Crooked Possession (Costs 1 Action). The Crooked Man gets out of a body that is possessing and deals 23 (4d8 + 5) necrotic damage. The target must succeed in a Constitucion ST CD 20 or have its maximum hit points reduced until finishes a ling rest by the same amount as the damage taken.
Crooked Touch (Costs 2 Actions). The Crooked Man makes one Crooked Touch attack.
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