Large Aberration, Neutral Evil
Armor Class 19 Natural Armor
Hit Points 228 (12d12 + 10)
Speed 50 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
5 (-3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +8, CON +7
Skills Athletics +8, Perception +6, Stealth +5
Damage Vulnerabilities Necrotic, Radiant
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine, Bludgeoning from non magical attacks
Senses Darkvision 120ft, Passive Perception 16
Languages Can understand Deep Speech, plus the languages it knew before its transformation. Can not speak or communicate non-verbally.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Thrall. The Gheist has disadvantage against Mind Controlling Effects, and can be effected by mind controlling spells that target either Humanoids or Beasts. 

Jagged Claws. The Gheist's claws are exceptionally sharp and jagged, leaving ragged wounds in their wake.  On a successful hit, the victim is left with a bleeding wound that deals 1d2 damage at the end of each of it's turns until stabilized by either magical healing or a DC15 Medicine Check.  The bleed damage stacks with each additional hit. 

Legendary Resistance (2/Day). If the Gheist fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Gheist makes  up to two claw attacks and one Impale, or it makes up to four claw attacks.

Rending Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) Slashing damage plus 1d2 points of Bleed damage.

Impale.  Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3)  Piercing damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the Gheist. Until this grapple ends, the target receives 2 additional points of bleed damage per round, and the Gheist can’t use this Claw against other targets. The Gheist has two claws.

Planar Stride (3/Day). The Gheist uses Dimension Door, as per the spell.  This is considered a Spell Like Ability.  

Reactions

Protector. The Gheist takes either a full move towards or an attack against a creature that harms the person or object that it is in charge of protecting. 

 

Legendary Actions

The Gheist can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Gheist regains spent legendary actions at the start of its turn.

Claw Attack. (Costs 1 Action)The Gheist makes one claw attack against an adjacent creature if it takes an action or moves

Vanish. (Costs 1 Action)The Gheist magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.

Move. (Costs 1 Action)The Gheist takes a full Move Action

Frightening Gaze (Costs 2 Actions). The Gheist fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this spell like ability or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Gheist's gaze for the next 24 hours.

 

Description

The Blood Gheist is not a natural creature, though it's origins are not well understood.  It begins life as a humanoid, but is transformed through mysterious and ghastly methods into a nearly mindless, soulless creature whose only purpose is to protect its charge. 

They are bestial and brutal, but retain enough of their former selves in order to understand any languages they knew before the transformation.  They cannot speak however, and are incapable of communication as we understand it.  Some part of the transformation warped and deformed any vocal chords they may have had, leaving them capable of only blood curdling shrieks, or a rasping, guttural growl. 

They are easy to control through magical means, and are particularly vulnerable to all mind effecting magic. Outside of magic, however, they are nearly possible to contain, and are known to turn on their masters if the magic that controls them lapses for any reason.  

The Gheist is physically imposing.   The race of the Humanoid it began as seems to have no effect on the final result;  all Blood Gheists are tall, muscular and physically powerful creatures.  They stand nearly 10ft tall with a reach to match.   They are Humanoid in form;  bipedal with two arms and two legs.  They are tall and lanky with powerful, ropey muscles than don't appear to follow normal anatomical structure.  Their limbs appear stretched;  legs constituting most of their height and their arms are long enough that their claws drag on the ground. 

Most of a Gheist's body is covered in tightly wound fabric wraps that seem to offer no additional protection; but they don't seem to need it.  Their flesh is tough, naturally  resistant to most physical damage.  They wear a deep cowl over their heads, obscuring their faces to casual observation.  The few who have seen a Gheist's face and live to tell the tale share horror stories of expressions frozen in eternal anguish,  black, empty eyes, and mouths wired open in a silent scream.  The vestiges of their previous race are visible, and sometimes recognizable.  One that was once an orc might have twisted, blackened tusks, and one that was an elf may have pointed, ragged ears.  These details are visual only, a Gheist retains none of its original racial abilities. 

Gheist's are simple creatures, and cannot make use of weapons or tools.  They need no other weapons than their claws, however.   A Gheist's hands are small, shriveled and deformed, useless for lifting or moving anything.  Directly from the bones in their arms and wrists grow strange, darkly colored claws of an unknown material.  Almost metallic in nature, these natural spurs grow constantly, forming long, jagged claws that are wickedly sharp and stronger than they look.  These claws leave behind jagged, bloody wounds prone to excessive bleeding and infection. 

In combat, Gheist's favor straightforward approaches, relying on their superior speed and strength in order to gain the advantage, and rending anything within reach with their claws.  They tend to target the same creature until it is incapacitated, and then move on to the next.  The only exception to this behavior is if the object or person they are charged with protecting is attacked.  If it is, they immediately change targets towards the source of danger, and attempt to destroy it as quickly as possible. 

A Blood Gheist fights to the death, unless it is ordered to retreat by its master.  It does not carry any treasure, weapons or armor, though it may be charged with protecting something  or someone of great value.  

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Monster Tags: abberationhumanoidmonstrosity

Frogthemouse

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