Grim Spirit

Medium undead, lawful neutral

Armor Class 16 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 19 (+4) 14 (+2)

Saving Throws Con +5, Wis +7
Skills Insight +7, Perception +7
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, restrained
Senses truesight 60 ft. (blind beyond this radius), passive Perception 17
Languages can’t initiate conversation but can reply in any language spoken to it
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Lifesense. The grim spirit knows the exact current hit points and hit point maximum of all living creatures within 60 feet of it. The grim spirit knows if it hears a lie spoken by one of these creatures.
  • Spectral Retinue. When the grim spirit rolls initiative, if it is accompanied by fewer than four grimlings it automatically summons enough grimlings so that it has four with it. Newly summoned grimlings appear in the closest unoccupied spaces within 5 feet of the grim spirit. These grimlings vanish when the grim spirit finishes a short or long rest, or if the grim spirit is destroyed.
  • Swirling Chaos. When the grim spirit rolls initiative, it conjures two Nether Vortex hazards within 30 feet of itself, which form 10-foot cubes of swirling energy. They are detailed in the “Terrain” section. The vortices disappear when the grim spirit is destroyed or if it uses this ability again.
  • Vengeful Reaping. When the grim spirit is reduced to 0 hit points, it can immediately use its Scythe (no action required). The grim spirit is then destroyed.

ACTIONS

  • Multiattack. The grim spirit makes two Reaping Claw attacks.
  • Reaping Claw. Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) force damage and the target is pushed up to 10 feet away from the grim spirit.
  • Scythe. The grim spirit chooses one creature within 60 feet of it that has been reduced to less than half of its hit point maximum. That creature must succeed on a DC 15 Constitution saving throw or take 33 (6d10) necrotic damage. If this damage reduces the target to 0 hit points, it immediately suffers two failed death saving throws.
  • Summon Grimlings. The grim spirit summons up to four grimlings. It can have a maximum of four grimlings summoned in this manner at once.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

This is not the complete license attribution - see the full license for this page