Special Trait Name. Possess
Spellcasting. Apparitions cannot cast spells.
Possession. When within 10ft of you, the apparition possesses you. When you get possessed, you are unable to move or act, and lose [1d4]hp per your round. You must roll a wisdom save 16 or higher on your turn to push the apparition back 25ft, un-possessing you. If you get hit by any other source of non-necrotic damage, you and the apparition take damage from the hit.
Action Melee Attack. Melee Weapon Attack: +0 to hit, reach 0 ft., 0 target. Hit: 0 (0d0 + 0) [NA] damage.
Action Ranged Attack. Ranged Weapon Attack: +0 to hit, range 0/0 ft., 0 target. Hit: 0 (0d0 + 0) [NA] damage.
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Exorcised. When hit, the part of the body you hit is exorcised and will not reappear on the apparition's body.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Apparitions float towards you with a speed of 5ft, trying to posses you. It can do nothing else.
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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