Hunt Of the Undying: If the Were-Gheist were to drop to 0 hitpoints, it must succeed on a save DC equal to the amount of damage done beyond its hitpoints, if it does, it is reduced to 1 hitpoint instead, and it gains its mythic actions. if it fails, it resurrects in 1d4 days, unless it was dealt fatal radiant damage, in which case it dies permanently
Multiattack. The Were-Gheist makes two attacks: one with its bite and one with its claws (hybrid form).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 6) necrotic damage. If the target is not an undead or construct, it must succeed on a DC16 Constitution saving throw or have its maximum hitpoints reduced equal to the amount of damage taken.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Plague Burst:
all creatures within 20 ft of the Were-Geist must succeed on a dc16 constitution saving throw or be infected with Lycanthropy, the Were-Geist Dies, and it resurrects in 1d4 days
Transmit Curse:
The Were-Geist chooses a shapechanger within 20 ft, that creature makes a dc 16 wisdom saving throw, on a fail, it becomes a Were-Geist, and this Were-Geist dies permanently
Description
A Were-Geist is a rare undead created by the entrapment of the curse of Lycanthropy onto the very spirit bound to the corpse. As a result of this curse, Were-Geist's' are mindless creatures driven by a virtually endless hunger for carnage, this drive allows the corpse to be resurrected again and again, trapping the tied spirit in an endless cycle of suffering and bloodshed. The only way to kill a Were-Geist is to either destroy/entrap the spirit haunting its corpse, or through the work of divine magic.
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