Large Fey, Lawful Evil
Armor Class 19 Natural Armour
Hit Points 77 (14d8 + 14)
Speed 40 ft., Climb 40 ft.
STR
15 (+2)
DEX
23 (+6)
CON
13 (+1)
INT
12 (+1)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws DEX +9
Skills Stealth +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 13
Languages Sylvan, Telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Ghastly Visions. Each creature that starts its turn within 30 feet of the Crooked Men must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened of the Crooked Men until the start of the creature’s next turn. If a creature’s saving throw is successful, the creature is immune to this Crooked Men’s Ghastly Visions trait for the next 24 hours.

Ambushing Dread. If the Crooked Men is hidden, it can use its bonus action to do one of the following:

- Move through shadows, The Crooked Men can teleport to a place within the shadows it can see within 60 ft. Use this ability only if the Crooked Men is in shadows.

- Murderous rite, the Crooked Men gains advantage on the next attack roll and if it hits, it deals an extra 3d6 slashing damage.

- Exhaust the dead, the Crooked Men reaps the souls of all dead creatures within a 60 ft circle centred on itself. The Crooked Men regains 1d8 hit-points for each dead creature reaped and the reaped creatures cannot be revived until the Crooked Men is dead. 

Magic Resistance. The Crooked Men has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Crooked Men makes two claw attacks.

Claw. Melee or Ranged Spell Attack: +8 to hit, reach 15 ft. or range 60 ft., one target. Hit: 12 (2d6 + 5) psychic damage, and if the target is a Medium or smaller creature, the target must succeed on a DC 16 Charisma saving throw or be pulled up to 15 feet toward the Crooked Men.

Bite. Melee: +6 to hit, reach 10 ft. one target. Hit: 18 (4d6 + 5). If the creature is medium or smaller, it takes an additional 2d6 acid damage.

Bonus Actions

Engulfing Nightmare. The Crooked Men targets one creature within 5 feet of itself. The target must succeed on a DC 16 Wisdom saving throw or be engulfed by the Crooked Men, as the Crooked Men envelops the creature in a miasma of its worst fears.

When the Crooked Men engulfs a target, the Crooked Men enters its space, and the target immediately takes 10 (3d6) psychic damage. An engulfed target is restrained and blinded, and it takes an additional 10 (3d6) psychic damage at the start of each of the Crooked Men's turns. When the Crooked Men moves, the engulfed target moves with it.

The Crooked Men can have only one target engulfed at a time. An engulfed target escapes at the start of its turn by making a DC 16 Wisdom saving throw. On a successful save, the target escapes; the target is no longer engulfed, and it enters a space of its choice within 5 feet of the Crooked Men.

Description

A Crooked Men is born when a through ancient Fey summoning rituals. They are usually sent out to do the Fey's bidding which usually evolves assassination. After the primary mission of the Crooked Men is finished, it gains free will. The Crooked Men is a long ghastly black creature with humanoid features; although they are uncanny and sagged. The Crooked Men can unhinge its jaw to nearly the length of its entire body.

POTATOPELLER

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