Medium Or Small Aberration (Any Race), Neutral Evil
Armor Class 10 natural
Hit Points 25 (5d10)
Speed
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
17 (+3)
WIS
17 (+3)
CHA
14 (+2)
Senses Passive Perception 1
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Possess

Spellcasting. Apparitions cannot cast spells.

Actions

Possession. When within 15ft of you, the apparition possesses you. When you get possessed, you are unable to move or act, and lose [1d8]hp per 2min. You must roll a wisdom save 18 or higher on your turn to push the apparition back 20ft, un-possessing you. If you get hit by any other source of non-necrotic damage, you and the apparition take damage from the hit. When you are possessed, abnormal apparitions have full control over your body. They can twist and contort you in any way they like, and usually end up talking to you friends mockingly while slowly bending your body in unusual positions.

Action Melee Attack. Abnormal Bite: +5 to hit, reach 5 ft., any target. Hit: 13 (2d6 + 3) [NA] damage. 

Bonus Actions

<none>

Reactions

Exorcised. When hit, the part of the body you hit is exorcised and will not reappear on the apparition's body. Wait no, it grows back at an abnormally fast rate.

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.

Mythic Actions

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

Abnormal apparitions are the most powerful. They can fly, walk, swim, and climb at a speed of 35ft. They do not take a human-like shape, and instead look extremely... abnormal.

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.

Snowlander63

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