Medium Fiend
Armor Class 14
Hit Points 35 (1d12)
Speed 40 ft., Rrghh
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
16 (+3)
Damage Resistances Necrotic
Condition Immunities Frightened
Senses Darkvision 120ft, Passive Perception 10
Languages All languages its owner knows
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.

 

Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.

Actions

Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

 

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Bonus Actions

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

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.

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

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

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.

Snowfoxstorms1078

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