Groaning Spirit (Legendary Games)

Medium undead, chaotic evil

Armor Class 13
Hit Points 58 (9d8 + 18)
Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 17 (+3) 14 (+2) 16 (+3) 17 (+3) 18 (+4)

Skills Perception +6, Stealth +6
Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, lightning necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 16
Languages Druidic, Elven, Gnome, Sylvan
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Detect Life. The groaning spirit can magically detect the presence of living creatures up to 5 miles away. It knows the general direction they are in but not their precise locations.
  • Frightful Presence. Each creature of the groaning spirit’s choice that is within 30 feet of the spirit and aware of it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can attempt this save at the end of each of its turns, ending the effect on itself with a success. If a creature’s save succeeds or the effect ends for it, that creature is immune to the spirit’s Frightful Presence for the next 24 hours.
  • Incorporeal Movement. The groaning spirit can move through other creatures and objects, treating them as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Turn Resistance. The groaning spirit has advantage on saving throws to resist effects that turn undead.
  • Magic Resistance. The groaning spirit has advantage on saving throws against spells and other magical effects.
  • Vulnerability to Dispel Evil and Good. If a creature protected by the dispel evil and good spell succeeds at a melee spell attack against the groaning spirit, the spirit must make a Wisdom saving throw against the spell save DC or be immediately destroyed.

ACTIONS

  • Chill Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage plus 9 (2d8) cold damage. The creature struck cannot regain hit points until the start of the groaning spirit’s next turn.
  • Keening (1/Day). Provided it isn’t in sunlight, the groaning spirit unleashes a death wail audible to a distance of 1 mile. Any living creature within 30 feet that hears this wail must make a DC 15 Wisdom saving throw or drop to 0 hit points. On a success, a creature takes 14 (4d6) psychic damage and is frightened until the end of their next turn.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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