Medium Undead, Any Lawful Alignment
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., Fly 40 ft.
STR
7 (-2)
DEX
13 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Unknown The souls can sense feelings like rage and track them down, especially if commanded to do so , Passive Perception 11
Languages Any languages it knew in life, but its muddle by both souls trying to speak at the same time
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Incorporeal Movement. The Conjoined souls 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.

Begrudging Allegiance. The Conjoined souls must command its masters orders, but if someone impersonated them or commanded them with the chains they could possibly control them for themselves.

Freed at last. If the chains are broken, they are unsevered, and/or the Conjoined souls hp reach 0 they are instantly sent to their respective afterlifes wherever  that may be.

 

Actions

Withering  Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Multiattack. The Conjoined souls can use withering maul twice.

Spiritual Bedeviling   (Recharge 2). One humanoid or beast that the Conjoined souls can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the Conjoined souls; the Conjoined souls then disappear, and the target is incapacitated and loses control of its body. The Conjoined souls now controls the body but doesn't deprive the target of awareness. The Conjoined souls 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.

Whist the Conjoined souls are in the body, it causes the body to convulse dealing an 1 (1d10)

The possession lasts until the body drops to 0 hit points, the Conjoined souls ends it as a bonus action as a response to a direct command, or the Conjoined souls is turned or forced out by an effect like the dispel evil and good spell. When the possession ends via command the Conjoined souls reappears in an unoccupied space within 5 feet of the body, but if it ends via the death of the being it possessed it'll rip out of it in a fatal mater skipping death saving throws. The target is immune to this Conjoined souls' Possession for 24 hours after succeeding on the saving throw or after the possession ends.

 

Reactions

Chain Whip. If the chain happens to be free, as in not hooked on to or apon something or in someone's grasp, It can whip this huge powerful chain at a target dealing 1d4 bludgeoning damage

Description

A Conjoined soul was a weapon created by great mages to unethically killed with the killed.  Conjoined not only with their spirts but by powerful magical chains their masters may also station them in places of value to guard, or simply let loose into the world to massacre the tragic souls in it path

The chain wrapped on the Conjoined souls can be broken with an Anti-magic spell or if its hp drops to zero from its original hp of 5(1d10)

Habitat: UnderdarkUrban

DevinandDog

Comments

Posts Quoted:
Reply
Clear All Quotes