Haunted Mask (5e Creature)

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Haunted Mask[edit]

Tiny construct, chaotic neutral


Armor Class 14 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 0 ft., fly 40 ft. (hover)


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

Saving Throws Con +3, Wis +2, Cha +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical sttacks that aren't adamantine
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, petrified, poisoned, prone, stunned, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages the languages it knew in life
Challenge 3 (700 XP)


Damage Transfer. While it is grappling a creature, the mask takes only half the damage dealt to it, and the creature grappled by the mask takes the other half.

False Appearance. While the mask is motionless and isn't flying, it is indistinguishable from a normal mask.

Innate Spellcasting. The mask's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

3/day each: blindess/deafness, hold person, misty step

ACTIONS

Don the Mask. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller humanoid. Hit: The creature is grappled (escape DC 15). Until the grapple ends, the target is blinded as the mask places itself over the target's face.

Possession. As a bonus action, the mask may force the grappled target to make a DC 15 Charisma saving throw or be incapacitated for the duration of the grapple (no saving throw if the target is willing). At the end of each of the target's turns, the target may repeat the saving throw, ending the effect on a success. The mask then takes full control of the target's body and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It is also still able to cast spells. 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 mask ends it as a bonus action, or the mask is forced out by an effect like the dispel evil and goof spell. When the possession ends, the mask floats to an unoccupied space within 5 feet of the body. The target is immune to this mask's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Siphon Life. The mask drains strength and vitality from a grappled target, which must make a DC 14 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much on a success, and the mask regains hit points equal to this amount.

REACTIONS

Hasty Doff.While grappling a creature, when a creature the mask can see targets it with an attack, the mask may end the grapple and moves 5 feet in any direction. The creature grappled becomes the new target for the attack.

A haunted mask is a golden mask infused with a humanoids soul through unnatural means, be it through a ritual or a terrible curse. The mask retains the wearer's appearance, seeing without opening its ever-closed eyes, hearing without ears, speaking without opening its lips. The haunted mask will attempt to seek out victims for it to possess in order for it to regain the body it once had.


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