Medium Undead, Chaotic Neutral
Armor Class 12
Hit Points 55 (22d4)
Speed 40 ft.
STR
1 (-5)
DEX
16 (+3)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws INT +2, WIS +3, CHA +5
Damage Vulnerabilities Fire
Damage Resistances Force, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic, Radiant
Senses Darkvision 60 ft., Passive Perception 10
Languages Only languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Drifter. The chokhmah is very light. If the chokhmah stands in winds greater than 10 mph, it slides in that direction a number of feet equal to the wind speed in mph at the end of its turn.

Soul Stealer. The effects of the Soul Exchange ability can only be undone if a greater restoration spell or similar magic is cast on both creatures at the same time when they are within 1 mile of each other.

Turn Immunity. The chokhmah is immune to spells and effects that would turn the undead.

Wanderer Et Infinitum. When the chokhmah is reduced to 0 hit points, it revives with full hit points 1d10 days later unless its body is completely destroyed by fire.

Actions

Staff. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (1d8 + 3) radiant damage, and the target gains a vulnerability to radiant damage until the end of the chokhmah's next turn.

Purging Flare. A small bolt of radiant energy flies from the chokhmah's staff, making a ranged spell attack: +5 to hit, range 20/40 ft., one target. Hit: 11 (2d8 + 2) radiant damage.

Halt the Living (1/day). Each living creature (plants and oozes excepted) that can see or hear the chokhmah within 30 feet of it must make a DC 14 Wisdom saving throw. If the creature fails its saving throw, it is stunned for 1 minute or until it takes any damage. The creature can repeat the saving throw at the beginning of its turns, ending the effect on a success but taking 10 (3d6) radiant damage on a failure.

Bonus Actions

Soul Exchange (1/day). The chokhmah can attempt a Soul Exchange with a creature with greater than 3 Intelligence that it has just slain using radiant damage. The target creature must be within 10 feet of the chokhmah. The chokhmah then swaps bodies with the slain creature, gaining all of the creature's physical abilities and statistics (not its hit points), including its physical attributes (STR, DEX, CON), size, speed, and senses; after the exchange, the monster retains its own mental abilities, including its personality, memories, mental attributes (INT, WIS, CHA), languages known, and proficiencies, as well as its hit points at the time of the Soul Exchange. The monster can use the slain creature's physical abilities and attacks as if it were the original creature, as well as its class features, spellcasting abilities, and special racial abilities. The same applies to the slain creature, but vice versa. When the chokhmah successfully performs a soul exchange, it loses the ability to use this action forever.

Description

Chokhmahs are elaborately woven dolls with the souls of dead humanoids trapped within them. Chokhmahs spring into being when the disturbed souls of recently deceased desert wanderers come into contact with palm fronds; the palm leaves wind and coil into a humanoid body, and the chokhmah is free to roam the Material Plane once again, searching for a mortal body to reincarnate into.

Body Snatchers. When chokhmahs slay a creature using their holy magic, they can forcibly evict the slain creature's soul from its body and take its place. Chokhmahs aren't picky about which bodies they choose, but they tend to prefer individuals belonging to the same race as their past life. When the chokhmah commandeers a mortal body, however, the unlucky individual's soul is forced into the chokhmah's old palm frond body, becoming a chokhmah in its own right.

Monster Tags: undead

Habitat: Desert

NinatheModron

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