Large Undead, Chaotic Evil
Armor Class 17 Natural
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
12 (+1)
Damage Resistances Fire
Damage Immunities Necrotic
Condition Immunities Frightened, Poisoned
Senses Blindsight 120, Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The spirit innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lightsminor illusionvicious mockery
Mimicry. The spirit can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Consume Life. As a bonus action, the spirit can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the spirit regains 10 (3d6) hit points.

Actions

Charred Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) fire damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be burnt losing 1d6 max health for 1 minute. If the burn reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. 

Bonus Actions

Summon Skeleton roll 1d4 summon skeletons equal to the result. (recharge 5-6)

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

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

An angry spirit made of charred corpses and wailing agony.

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.

paydenleem

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