Medium Undead, Chaotic Evil
Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., Fly 50 ft.
STR
1 (-5)
DEX
14 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands all languages it knew in life but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Cursed. Bjorn is cursed to haunt the tomb forever, reforming in 2d6 days if slain. Bjorn can only be fully destroyed by burning his remains, which are fully consumed at the end of the next turn after being set ablaze, or by casting bless upon them.

Incorporeal Movement. Bjorn can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, Bjorn has disadvantage on aAtack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Undead Nature. Bjorn doesn't require air, food, drink, or sleep.

Invisibility. The poltergeist is invisible.

Actions

Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. hit: 10 (3d6) force damage.

Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.

If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target the comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.

If the target is an opbject that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction, The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludeoning damage on a hit.

Lair and Lair Actions

On initiative roll 20 (loosing initiative ties), Bjorn takes a Lair Action, causing the following effect; Bjorn can use this lair action at the beginning of each of his turns until all the skeletal guards have been animated.

Bjorn animates the remains of 1d4 skeletal guards. Each skeletal guard can move and act on the same turn that it's animated, taking it's move and action at the same initiative count as Bjorn.

Previous Versions

Name Date Modified Views Adds Version Actions
5/27/2019 10:01:32 PM
3
1
1
Coming Soon

Habitat: UnderdarkUrban

Callemann

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