Large Undead, Typically Chaotic Neutral
Armor Class 9 Natural armor
Hit Points 35 (10d8)
Speed 0 ft., Fly 40 ft.
STR
16 (+3)
DEX
10 (+0)
CON
9 (-1)
INT
18 (+4)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws INT +7
Skills Intimidation +5
Damage Vulnerabilities Slashing from a Vorpal Sword
Damage Resistances Acid, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 13
Languages Telepathy (any language it spoke in life)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ethereal Sight. The vision can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Future Vision. The vision is capable of seeing into the future, able to calculate your fate and small occurrences, but not games of chance, such as dice. +2 DEX.

Incorporeal Movement. The vision 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

Ethereal Claws. The Vision rips with the sharp appendages. Attack: +3 to hit, reach 5 ft., one target. Hit: 16 (1d4 + 3) necrotic damage. If hit, a searing cold rips through where the claws dragged through, causing stunned for the remainder of its turn. If the creature rolls a DC 13 Intelligence saving throw, the condition will not be inflicted.

Etherealness. The ghost 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 ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. 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 this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Eye of Fate. If the Vision comes into contact with a non-undead creature, it has the ability to cast Eye of Fate. The creatures that fall victim to this spell witness their horrible fate, crafted by their deepest fears. The creature must succeed in a DC 13 Perception roll to break free of the spell. If the roll fails by 7 or less, 1d6 psychic damage and the creature is frightened for the remainder of its turn.

If successful, the creature is immune to Eye of Fate for the rest of the battle. The frightened condition of Eye of Fate can be diminished by a Long Rest.


Description

A Vision is a creature crafted from magic, made to see into the future; after seeing too much they often go insane take their lives. They wander aimlessly as spirits, often secluded to hide away from their fate-seeing abilities that came with them to the afterlife. Stuck on the mortal plane, forever seeing.

Lair and Lair Actions

A Vision keeps its lair hidden well away from prying eyes, though if you happen to stumble upon its territory, its easily identifiable. Fog often hangs heavy on the surrounding area, obscure vision and tension in the air causing a general sense of unease. The lair itself is often a large hole in the ground, a cave in the side of a mountain, or a thick overgrowth, covered with vines. Plant life thrives and hangs heavy over the entryway, concealing the Vision within.

Terrain. Visions are most comfortable in a rugged, mountainous landscapes, making it hard for corporeal creatures to navigate. The creature rolls Athletics and Acrobatics at a disadvantage.

Spiritual Ground. In the lair the Vision is on its territory, granting it advantage in saving throws.

Lair of The Beast. The Visions home is dark and unwelcoming, raising the awareness and nervousness of the creature. The creature has disadvantage on locating traps and advantage on surprise attacks.

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2022 7:25:11 PM
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4/4/2022 7:27:43 PM
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Monster Tags: Misc Creatureundead

Habitat: ArcticForestMountainUnderdark

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