Medium Undead, Any Alignment
Armor Class 17 natural armor
Hit Points 60 (11d8 + 11)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +6, WIS +7, CHA +4
Skills Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 60 ft., Passive Perception 17
Languages Common, telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The curse has advantage on saving throws against spells and other magical effects.

Magic Weapons. The curse's weapon attacks are magical.

Winter Blessed. The curse has advantage on saving throws against turning. If turned, the curse can repeat its saving throw each round on its turn to end the effect early.

Walking Curse. A target who fails a DC 15 Wisdom saving throw after entering a warded tomb is cursed, though they probably don't know how. Within about six to nine months, a curse of the crypt tracks them down. Cursed targets take double damage from the curse of the crypt's attacks. Remove curse and similar magic fail to remove the curse that calls the avenging undead to slay the target. This curse can be broken only by a wish spell, the death of the target, or the destruction of the curse of the crypt.

Actions

Multiattack. The curse of the crypt makes two melee or ranged attacks.

Cursed Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 16 (3d10) necrotic damage.

Cursed Ray. Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage and the target has disadvantage on Strength checks for 1 hour.

Fear of the Crypt (3/Day). One creature within 30 feet that fails a DC 15 Wisdom saving throw drops whatever they are holding and is frightened for 1 minute. While frightened by this magic effect, a creature takes the Dash action and moves away from the curse by the safest available route each turn, unless there is nowhere to move. If the creature ends their turn in a location where they don't have line of sight to the curse of the crypt, they can make a Wisdom saving throw. On a successful save, the effect ends early.

Grip of the Curse (3/Day). A living creature within 90 feet that fails a DC 15 Wisdom saving throw is paralyzed for 1 minute. The target can attempt another save at the end of each turn to end the effect early.

Planar Stalker (1/Day). The curse of the crypt gains the benefit of the plane shift spell for itself.

Reactions

Spell Parry (3/Day). The curse adds 5 to its saving throw against one spell that targets only it. If the save is successful and the spell is 7th level or lower, the spell has no effect on the curse and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Savagemouse

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