Medium Undead, Any Alignment
AC 13    Initiative +3 (13)
HP 31 (7d8)
Speed 30 ft., (hover)
Mod Save
STR 1 −5 −5
DEX 16 +3 +3
CON 10 +0 +0
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 16 +3 +3
Resistances Bludgeoning, Piercing, Slashing
Immunities Acid, Necrotic, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 12
Languages Any languages it knew in life
CR 3 (XP 700; PB +2)
Traits

Ethereal Instability. When the spirit takes Force damage, it has Disadvantage on attack rolls until the end of its next turn.

Incorporeal. The spirit can move through creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions

Spectral Slam. Melee Attack Roll: +5, reach 5 ft. Hit: 21 (4d8 + 4) Force damage.

Vengeful Whisper. Charisma Saving Throw: DC 13, one creature within 30 feet. Failure: 7 (2d6) Psychic damage, and the creature must immediately use its Reaction to make a weapon attack against another creature of the spirit's choice within its range or reach.

Description

Arisen spirits are remnants of a creature’s self that have been left behind after its soul has passed on to the afterlife. In most cases, the spirit is created willingly and with a specific purpose, such as protecting a crypt or providing guidance to the living.

In combat, the spirit often uses its Incorporeal form to steer clear of attackers, while pitting them against each other with its Vengeful Whisper.

Arisen Spirit Lore
► DC 13 HISTORY OR RELIGION. The spirit is resistant to Bludgeoning, Piercing, and Slashing damage, and immune to Acid, Necrotic, and Poison damage. It also can’t suffer Exhaustion or be Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, or Unconscious.
► DC 15 ARCANA OR RELIGION. The spirit’s plasma like remains can be mixed with Holy Water (25 gp) to create a Potion of Healing (1 hour).

Habitat: DesertPlanar (Shadowfell)SwampUnderdarkUrban

milmot

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