Don't Blink While the Crypt Effigy remains motionless, it is, in all ways, indistinguishable from an inanimate statue.
While a creature observes the Crypt Effigy without blinking, the Crypt Effigy gains the petrified condition and all its resistances become immunities. A creature can use their reaction to cast out a 60 ft cone representing their line of sight and any Crypt Effigy caught in the cone will be petrified at the beginning of its next turn. After 5 uses of this ability, the creature must make a Constitution saving throw with a DC of 5 to succeed on each subsequent turn. This DC increases by 5 each time it is attempted up to a maximum of 20. This ability can't be used by a blinded creature, creatures relying on blindsight to see, those in complete darkness, undead or constructs. While not petrified and working with other Crypt Effigies the Crypt Effigy can use its reaction to ensure that it doesn't look at another Crypt Effigy and If two Crypt Effigy fail to use their reaction and look at each other then they remain petrified until something breaks the line of sight such as a Darkness spell.
Pack Tactics. The Crypt Effigy has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack The Crypt Effigy makes two attacks: one with its bite and one with its claws or can use its aging touch instead.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Aging Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage and the Crypt Effigy regains hit points equal to the damage done. The targets maximum hit points are lowered based on the necrotic damage done and the character ages a number of years equal to the damage of the attack. The lost hit points are restored after a long rest but the additional years of age can only be restored by a greater restoration spell or similar magic. Each time a character suffers a aging touch that takes them above a venerable age (70% of the life expectancy of their race) they gain a level of exhaustion and after gaining 5 levels the victim dies and turns to ash.
A Consciousness Displaced. Crypt Effigy can use its bonus action to possess a humanoid small or medium sized statue within 60 feet. The new statue becomes the crypt effigy retaining its current health points and any conditions it may have had and its previous body reverts to being an inanimate statue. a statue has 20 HP an AC of 10 fails all ability checks and saving throws automatically, has resistance to slashing and piercing damage and immunity to poison and psychic damage and all conditions.
Terrifying Visage. Crypt Effigy can use its bonus action to make each non-undead creature within 60 feet of the Crypt Effigy that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours.
Lair and Lair Actions
A filthy semi submerged mausoleum that opens into a huge underground cave
Lair Actions
On initiative count 1 (losing initiative ties), the Crypt Effigy takes a lair action to cause one of the following effects; the Crypt Effigy can’t use the same effect two rounds in a row:
- All light sources in the lair (magical or mundane) are magically snuffed out
- The sound of pattering feet and quiet disembodied laughter can be heard echoing around the lair, all creatures, except the crypt effigy take wisdom saving throws at disadvantage
Regional Effects
The region containing a legendary Crypt Effigy's lair is filled with a putrid miasma from the swamp , which creates the following effects:
- Disadvantage to constitution saving throws
If the Crypt Effigy dies, these effects fade over the course of 3 days.
Comments