THE SHARED REFERENCE Adventurer

Monster

Necrichor

Outside your table’s allowed sources

Official reference · RHW · 2014

Creature type
Undead
Size
Medium
Armor class
14
Hit points
85 (10d8 + 40)
Speed
Walk 20 ft., Climb 20 ft.
Challenge rating
7
Alignment
Lawful Evil
Strength
8
Dexterity
16
Constitution
18
Intelligence
17
Wisdom
13
Charisma
10
Passive Perception
11
Saving Throws
con: +7; int: +6; wis: +4
Senses
Blindsight 120 ft.
Languages
telepathy 120 ft. Common plus two other languages
Resistances
acid, necrotic
Immunities
poison
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained

Traits

Amorphous

The necrichor can move through a space as narrow as 1 inch without expending extra movement to do so.

Legendary Resistance (2/Day)

If the necrichor fails a saving throw, it can choose to succeed instead.

Reborn by Blood

If destroyed, the necrichor revives with all its Hit Points in 1d10 days in the nearest unoccupied space next to a creature of its choice that it has previously possessed with its Blood Puppeteering action. This trait doesn't function if the destroyed necrichor's remains are in a vessel affected by the Hallow spell or if all the necrichor's previous Blood Puppeteering targets are dead.

Spider Climb

The necrichor can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Multiattack

The necrichor makes two Necrotic Burst attacks.

Necrotic Burst

Melee Ranged Attack: +6, reach 5 ft. or range 120 ft. Hit: 12 (2d8 + 3) Force damage plus 11 (2d10) Necrotic damage, and the target has the Poisoned condition until the start of the necrichor's next turn. While Poisoned, the target can't regain Hit Points.

Blood Puppeteering (Recharge 6)

Constitution Saving Throw: DC 15, one Bloodied creature within 5 feet. Constructs and Undead automatically succeed on this save. Failure: The target is possessed by the necrichor; the necrichor disappears, and the target has the Incapacitated condition and loses control of its body. The necrichor now controls the target's body, but the target retains awareness. The necrichor can't be targeted by any attack, spell, or other effect except ones that specifically target Undead. The necrichor's game statistics are the same, except it uses the possessed target's Speed and Strength, Dexterity, and Constitution scores.

The possession lasts until the target drops to 0 Hit Points or the necrichor leaves it as a Bonus Action. When the possession ends, the necrichor appears in an unoccupied space within 5 feet of the target, and the target is immune to this necrichor's Blood Puppeteering for 24 hours. Success: The target is immune to this necrichor's Blood Puppeteering for 24 hours.

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