False Noble Appearance
The effigy appears indistinguishable from humanoid form while motionless. A creature inspecting the effigy can determine something is unnatural with a successful DC 15 Wisdom (Insight) check.
Fragmented Psyche
The effigy possesses only fragments of the reference creatures personality and memory. It can speak in it’s voice using preprogrammed phrases, but it cannot hold normal conversations or improvise responses. A creature that listens to the effigy for at least 1 minute can attempt a DC 15 Wisdom (Insight) check. On a success, the creature realizes the speech patterns are repetitive and artificial.
Adhesive Flesh
The effigy adheres to anything that touches it. Medium or smaller creatures hit by the effigy’s Slam attack are grappled (escape DC 15). Ability checks made to escape this grapple have disadvantage.
Distorted Movement
The effigy’s movements appear slightly delayed or inconsistent. Opportunity attacks against the effigy are made with disadvantage.
Mimicry of the Regent
The effigy has advantage on Charisma (Deception) checks made to imitate reference creatures at a distance or in dim light.
DEATH EFFECT.
Collapse of the Effigy. When the effigy dies, its humanoid appearance tears apart and collapses into black resin, warped flesh, and partially formed eyes and teeth. Creatures within 10 feet that can see this must succeed on a DC 13 Wisdom saving throw or become frightened until the end of their next turn.
Multiattack. The effigy makes two attacks: one Slam attack and one Psychic Lash attack.
Slam.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage plus 4 (1d8) psychic damage.
If the target is Medium or smaller, it is grappled (escape DC 15).
Psychic Lash.
Melee Spell Attack: +6 to hit, reach 15 ft., one creature.
Hit: 14 (3d6 + 3) psychic damage.
The target must succeed on a DC 14 Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Distorted Command (Recharge 5–6)
The effigy speaks in reference creature's voice, projecting psychic pressure into nearby minds.
Each creature of the effigy’s choice within 20 feet must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the effigy’s next turn.
Flicker Step (Recharge 6). The effigy teleports up to 20 feet to an unoccupied space it can see.
Reflexive Distortion. When the effigy is hit by an attack, it can impose disadvantage on that attack roll. The attacker must use the new roll.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
An Abhorrent Effigy is an artificial aberrant construct grown from flesh, resin, and psychic residue to resemble another creatures form. Though capable of limited speech and basic interaction, an effigy possesses only fragments of its creator’s personality and memory.
Effigies are commonly used to confuse intruders, spread paranoia, and guard valuable locations and treasure. While motionless, they are nearly indistinguishable from the real person, though their behavior often becomes subtly unnatural during prolonged interaction.
When destroyed, the Effigy from ruptures, revealing a mass of blackened tissue, resin, malformed eyes, and incomplete bone structures beneath.
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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