Medium Undead, Chaotic Evil
Armor Class 15 Natural armor
Hit Points 90 (13d8 + 32)
Speed
STR
7 (-2)
DEX
20 (+5)
CON
18 (+4)
INT
10 (+0)
WIS
11 (+0)
CHA
20 (+5)
Saving Throws WIS +3
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Senses Passive Perception 10
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Incorporeal Movement. The crypt chanter can move through other creatures and objects as if they were difficult terrain. It takes ([roll]1d10[/roll]) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the crypt chanter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Undead Nature. A crypt chanter doesn't require air, food, drink or sleep.

Actions

Draining Melody. A crypt chanter uses its song or other melody to create a magical allure. Any creature within 60 feet of a crypt chanter must make a DC 15 Will save or become incapacitated while the melody continues. Beginning on the round after becoming incapacitated, a creature that failed the first saving throw makes a second saving throw against the same DC. If it fails the second save, its takes [roll]1d4[/roll] Constitution damage per round while the melody continues and it remains within range. If its Constitution is reduced to 0 the creature dies. This reduction lasts until the creature finishes a short or long rest.

When a crypt chanter bestows life drain on a victim, it gains 2 temporary hit points for each point of Constitution damage bestowed. These temporary hit points last for up to 1 hour.

Creatures that successfully save against one of the effects of a crypt chanter’s melody cannot be affected by that effect again unless the crypt chanter ceases the melody for 1 full round (ending all effects on all  incapacitated creatures) and starts a new melody.

Multiattack. The crypt chanter can make two withering touch attacks.

Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (Attack: [roll]1d20+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 3d8, 2{3d8}.expand()))+5[/roll]) [necrotic] damage. 

Create Spawn. A humanoid creature killed by a crypt chanter’s draining melody becomes a crypt chanter after [roll]1d4[/roll] round. Spawn are under the command of the crypt chanter that created them. They remain enslaved until the destruction of the original crypt chanter. They lose all the abilities they had while they were alive.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

The horror of a crypt chanter is its melody, simultaneously alluring and terrifying. In addition to singing, a  crypt chanter can appear playing spectral stringed instruments, flutes, or other instrument it chooses. Rather than speaking directly, a crypt chanter may communicate through the lyrics of its melody (most often in Common, but possibly in Abyssal).

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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