Medium Undead, Any Alignment
Armor Class 17
Hit Points 50 (10d6)
Speed 40 ft., Hover
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
12 (+1)
Skills Intimidation +16, Perception +19
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 15
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

 

Vengeful Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 3 psychic damage.

Psychic Wrath (Reaction): When an enemy strikes the monk or the spirit, the spirit can deal 1d10 psychic damage to the attacker. The attacker must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute.

Shared Wrath: For the duration of the spirit’s presence, you and the spirit can reroll one attack or damage roll per turn, using the new roll.

 

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.

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.

Azalepin

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