Consume Life. As a bonus action, the Lost Soul can target one creature it can see within 5 feet of it that cannot sense it. The target must succeed on a DC 16 Constitution saving throw against this magic or take 10 (3d6) and the Lost Soul regains hit points equal to the number rolled.
Ephemeral. The Lost Soul can't wear or carry anything.
Incorporeal Movement. The Lost Soul can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) true damage if it ends its turn inside an object.
Variable Illumination. The Lost Soul sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The Lost Soul can alter the radius as a bonus action.
Shock. Ranged Spell Attack: +6 to hit, reach 30 ft., one creature. Hit: 9 (2d8) lightning damage.
Invisibility. The Lost Soul and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).
Previous Versions
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12/9/2023 11:43:08 AM
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2
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1
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Coming Soon
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