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    Default The Orphan Spirit

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    The Orphan Spirit
    Small Undead

    Armor Class 17 (Ethereal Grace)
    Hit Points 110 (20d6+40)
    Speed Fly 30' (Hover)

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    8 (-1) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 20 (+5)

    Saving Throws Constitution +6
    Skills Stealth +6, Investigation +5, Insight +6, Deception +9, Persuasion +9
    Damage Resistances Non-magical Bludgeoning, Piercing, and Slashing; Fire, Necrotic, Cold
    Damage Immunities Poison
    Condition Immunities Poisoned, Exhaustion, Grappled
    Senses Darkvision 120', Lifesense 30', Passive Perception 12
    Language Common
    Challenge 12

    Ethereal Grace
    The Orphan Spirit adds her Charisma to her AC and initiative while not wearing armor or using a shield. Furthermore, she is incorporeal-she is able to move through solid objects as if they are not there. If she ends her turn in a solid object, she takes 1d10 force damage.

    Damage Transfer
    While possessing another creature, any damage the Orphan Spirt takes is halved (rounding down) with the possessed target taking the same damage.

    Actions

    Draining Touch Melee Spell Attack
    +9 to-hit, reach 5', one target. Hit: 2d10 necrotic damage, and the target's maximum HP is reduced by the same amount. The target's HP returns to normal upon completing a long rest.

    Possession Melee Spell Attack
    +9 to-hit, reach 5', one living target. Hit: The target is possessed by the Orphan Spirit. While possessed, the Orphan Spirt shares their space (and cannot be moved from their space without the possession ending first), and the target must make a DC 21 Charisma save at the start of their turn-on a failure, their bonus action is determined by the Orphan Spirit. If their end result is 16 or less, the Orphan Spirit also chooses their movement or action (her choice). If their end result is 11 or less, the Orphan Spirit takes complete control for their entire turn. A possessed creature may use their action to attempt the Charisma save to break free of the possession. A Greater Restoration or similar magic immediately frees the target, as does Remove Curse. Lesser Restoration grants the target advantage on all saves made against possession on their next turn. Protection From Evil And Good offers advantage on saves if cast on an already-possessed target, and prevents the Orphan Spirit from trying again while the spell lasts.

    Multiattack
    The Orphan Spirit makes two Draining Touch attacks.

    Bonus Actions

    Cunning Action
    The Orphan Spirit uses the Dash, Disengage, or Hide actions.

    Reactions

    Pitiful Visage
    When targeted for an attack, the Orphan Spirit may appear to be meek and unassuming, unworthy of this attack. The target suffers disadvantage on their attack roll.

    Horrifying Visage
    When targeted for an attack, the Orphan Spirit may try to terrify the attacker. The attacker makes a DC 17 Wisdom save, becoming Frightened of the Orphan Spirit until the end of their next turn on a failure.

    Legendary Actions

    The Orphan Spirit can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Orphan Spirit regains spent legendary actions at the start of their turn.

    Draining Touch. The Orphan Spirit makes a Draining Touch attack.
    Scamper. The Orphan Spirit moves up to her speed, without provoking attacks of opportunity.
    Possess (Costs Two Actions). The Orphan Spirit uses the Possession action.


    This is a boss fight for four level 7 Gestalt PCs. I... Honestly, I'm worried about being a glass cannon. But... Critiques?
    Last edited by JNAProductions; 2022-08-14 at 10:19 PM.
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Ettin in the Playground
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    Default Re: The Orphan Spirit

    After the combat ends the party might have to spend one greater restoration per hit of draining touch to recover?

  3. - Top - End - #3
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    Default Re: The Orphan Spirit

    Quote Originally Posted by noob View Post
    After the combat ends the party might have to spend one greater restoration per hit of draining touch to recover?
    Does it not automatically come back after a long rest? I thought that was a rule.

    If not, then I'll add that in-it's not meant to be a permanent thing.
    I have a LOT of Homebrew!

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