Medium Undead
Armor Class 13
Hit Points 146 (22d8 + 47)
Speed 40 ft., Fly 60 ft. (hover)
STR
7 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
17 (+3)
Damage Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft, Passive Perception 15
Languages The languages it knew in life
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Invisibility. The poltergeist can give itself the Invisible condition or ends that condition on itself.

Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Amorphous. The shadow can move through a space as narrow as 1 inch without squeezing or expending extra movement to do so.

 

Actions

Multiattack. The ghost makes two Life Drain attacks.

Multiattack. The poltergeist makes one Object Slam attack and uses Telekinetic Thrust.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,. Hit: 21 (4d10 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Devour Strength. Melee Weapon Attack: +4 to hit, reach 5 ft.,. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a Humanoid is slain by this attack, a random incorporeal undead under the challenge rating of 5 rises from the corpse 1d4 hours later.

Horrifying Visage. Each creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute and 10 (2d6 + 3) Psychic damage. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours. If the save fails by 5 or more, the target also ages 1d4 × 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a random incorporeal undead under the challenge rating of 5 in the space of its corpse or in the nearest unoccupied space. The undead is under the wraith's control. The wraith can have no more than seven spirits under its control at one time.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Object Slam. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 30 ft. Hit: 10 (3d6) force damage, and the target is pushed up to 30 feet straight away from the poltergeist.

Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. If the target has 25 Hit Points or fewer, it automatically drops to 0 Hit Points.

Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers., but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Telekinetic Thrust. The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.

If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 9 (2d6 + 2) damage per 10 feet moved.

If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.

Bonus Actions

Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action. Its stealth bonus is also improved to +6.

Description

when a creature that has magically been resurrected multiple time finally meets death, it may rise as weird amalgamation of traits of other undead due to the immaterial scars left from each death, these beings are called are ceased eternals in reference to having met their last demise, they appear as deformed slender lanky humanoids made glistening smooth stone of grey, white or black colour. Their digits, limbs, neck and torso are inhumanely elongated with the creature measuring around 9 feet as per sightings, they continuously release smoke as if lit on invisible fire, the released gases share the same range of colour as their skin tone except with a blue tinge. The end of their limbs as in their hand and feet are always of contrasting colours and then the rest of their body with ebony specimens having ash like light grey finger or pale ceased eternals having charcoal colour fingers. 

Their faces are completely smooth and featureless except for a symmetrical symbol on the center of their face symbolizing a commonality among their deaths, a man who was actively targeted might have a bullseye on his face or one who died in pursuit of knowledge might have a horizontal eye symbol. They can appear under various circumstances even arising from the death of other undead like a lich refusing to die even after the destruction of his phylactery or revenant who failed in taking revenge but still couldn't pass on. In some areas their names are shortened to kasternals.

Habitat: AnyPlanar (Shadowfell)

Quienton_Lugganhag

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