Medium Swarm of Medium undead, Chaotic Evil
Armor Class 14 none
Hit Points 108 (12d20 + 48)
Speed 10 ft.
STR
7 (-2)
DEX
6 (-2)
CON
18 (+4)
INT
12 (+1)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws WIS +8
Damage Resistances Necrotic, Piercing
Damage Immunities Psychic
Condition Immunities Exhaustion, Frightened, Petrified
Senses Blindsight, Darkvision, Passive Perception 16
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Mob. The mob of Apathy can occupy another creature's space and vice versa, and the mob can move through any opening large enough for a base creature. The mob can't regain hit points or gain temporary hit points

Crippling Shriek. The Apathy lets out a haunting shriek that saps the willpower of any that hear it. Each person who hears the cry must make a Wisdom saving throw (DC 15) or be overcome with apathy. For thirty seconds (concentration), any attack roll or saving throw they make is made with disadvantage, all movement is halved and any saving throws made against them or an effect they generate get a +5 bonus. At the start of each turn they may make another Wisdom saving throw (DC 15) to attempt to break free of their apathy. Note that due to the effects of Crippling Shriek that this saving throw is also made with disadvantage.

If affected by more than one Piercing Shriek at once, the affected person must roll to overcome each effect individually. In addition, for every turn a person is affected by three or more Crippling Shrieks at once they gain a level of exhaustion. If their exhaustion level is raised to 6 by this effect they do not die. Instead, they gain the Paralyzed condition and can not break free by any nonmagical effect. If all Crippling Shrieks affecting them expire or are ended, their exhaustion level is reduced to 5

Sapping Aura. The Apathy emit a potent aura of apathy. If a person is within 500 feet of an Apathy for an extended period of time it removes their will to go on. For every four hours that a person is within this range they must roll a Wisdom saving throw (DC 12 and each DC getting harder for every fail. +2 per failure). This time goes down to two hours when within 500 feet of three or more Apathy, one hour for six or more Apathy, 30 minutes for 9 or more Apathy, and so on. If the person fails three of these saves before spending 8 consecutive hours outside of this 500 foot range they are consumed by an overwhelming feeling that their current goal is pointless, and will attempt to convince their companions of this fact. If they fail a fourth such save they must then roll a Wisdom saving throw (DC 18) every 5 minutes until they leave the 500 foot radius. If they fail any such Wisdom save, they will attempt to destroy or otherwise dispose of any one item that is essential to completing their current goal. NOTE: The effects of this trait are instantly nullified and cannot resume for 12 hours if the person becomes directly aware of the presence of any Apathy.

Petrifying Gaze. If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the Apathy can force the creature to make a DC 12 Constitution saving throw if the Apathy isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the Apathy until the start of its next turn, when it can avert its eyes again. If it looks at the Apathy in the meantime, it must immediately make the save.
If the Apathy sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

 
Actions

Melee Attack. Claws: +8 to hit, reach 5 ft., 1 target. Hit: 8 (2d8 + 2) piercing damage.

Reactions

Grapple. If a creature decided to go through the mod, they must succeed on a strength OR acrobatics check (DC 17) or the creature is considered grappled.

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.

Description

Apathy are jet black, eight feet tall, and spindly. They are humanoid,  rail thin and appear to be composed of skin stretched tight over bone and tendon. At the end of their five foot long arms their fingers bear 8 inch claws. Apathy are slow and seem to be pained with every step. They contort their bodies seemingly at random as they move. Apathy have the ability to sap their enemies will to go on, making all action difficult.

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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