Medium Undead, Any Evil Alignment
AC 14 Natural Armor    Initiative +2 (12)
HP 29 (2d6)
Speed
Mod Save
STR 8 −1 −1
DEX 10 +0 +0
CON 15 +2 +2
Mod Save
INT 18 +4 +4
WIS 19 +4 +6
CHA 15 +2 +2
Skills Intimidation +19
Vulnerabilities Fire
Immunities Charmed, Frightened
Gear Ned antlers, Lightning Staff, Dagger
Senses Passive Perception 13
Languages Common Very deep voice
CR 2 (XP 450; PB +2)
Traits

Seizing. This monster can seize control of a dead body for unlimited time using a spellcasting focus. If the focus is removed from its grasp, the ability ends.

Variant Darkvision. This monster is able to see up to 120 feet in darkness as if it were bright light and 60 feet as if it were dim light. Along with this, the monster cannot see the color yellow and is therefore frightened by large amounts of it.

Actions

Smearing. If this monster is within 5 feet of the target and can touch them, it can take one action to render the target charmed. black marks will appear on the target's hands and neck if done so.

Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit:  2d4 slashing damage.

Lightning Spear. Ranged Weapon Attack: +1 to hit, range 200/80 ft., one target. Hit: 1d8 piercing damage + 1d4 lightning damage.

Reactions

Reaction Name. When this monster reaches below half heath, it can use its claws attack regardless of turn.

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

Mythic Action Name. 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

Andre is the least powerful of the nine Bishops and controls the aspect of fear in DEMA. Andre appears as a tall, cloaked figure with grey skin and long black fingernails donning a crimson cape with a veil over his face. Known to be cunning and sneaky, Andre can make himself appear invisible unless further investigation is conducted. This is based on an aspect of the story of Trench that the band twenty one pilots created. Any feature astray from the original plot are edited for D&D purposes (Mostly interesting battles) and because the creator has no idea how to use Beyond. This is one small portion of a campaign I have created.

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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