Limited Spell Immunity. The Spirit has adv. on saving throws against spells of 2nd level or lower.
Unusual Nature. The Spirit doesn’t require air, food, drink, or sleep.
Multiattack. The Hapi Spirit makes 2 attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) force damage.
Lightning Dart. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 6 (1d6 + 3) lightning damage.
Deep Breath (Recharge 4–6). Each creature in the Hapi Spirit's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d10 + 3) bludgeoning damage and is flung up 20 feet away straight back from the Spirit and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Spell Deflection. In response to a spell attack missing the Spirit, it causes that spell to hit another creature within 30 feet of it that it can see.
Description
Terek'aten’s organs, stored in sacred cursed jars during mummification, which have been magically preserved and sealed with heretical magic. A portion of his spirit lives on as hollow bastardization of Terek'aten's soul.
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