THE SHARED REFERENCE Adventurer

Monster

Spirit

Outside your table’s allowed sources

Official reference · PSZ · 2014

Creature type
Undead
Size
Medium
Armor class
11
Hit points
45 (10d8)
Speed
Fly 40 ft. (hover)
Challenge rating
4
Alignment
Any alignment
Strength
7
Dexterity
13
Constitution
10
Intelligence
10
Wisdom
12
Charisma
17
Passive Perception
11
Senses
darkvision 60 ft.
Languages
any languages it knew in life
Resistances
acid, fire, lightning, thunder, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
cold, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Traits

Ethereal Sight

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

Incorporeal Movement

The spirit can move through other creatures and objects as if they were 3. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Withering Touch

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness

The spirit 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.

Horrifying Visage

Each non-undead creature within 60 feet of the spirit that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this spirit's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6)

One humanoid that the spirit can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the spirit; the spirit then disappears, and the target is incapacitated and loses control of its body. The spirit now controls the body but doesn't deprive the target of awareness. The spirit 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 statistics, 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 spirit ends it as a bonus action, or the spirit is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 feet of the body. The target is immune to this spirit's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

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