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The Headmistress




"Sure as the sun rises, the specter's name be a pun on her profession in life. Let me tell you though, there be nothing funny bout the Headmistress. Her victims don't laugh their heads off, be what I'm saying. If you catch my drift.

No one's quite sure who took her head, nor where they hid it. Only that they found it laying in a blasphemous circle burned into the chapel's floor. Folks didn't want nothing to do with the body, nor that now unhallowed place so they walled it up with her inside, pretended it didn't exist. Went on with their lives.

Not that they lived for long. Her spirit seeks her head, collecting others along the way. They don't fit her ever-bleeding neck, though. The Headmistress, she don't care. Though, she uses them all the same.

You think it'd be amusing seeing a man getting mauled by a clutch of severed heads. It ain't."

-Fossor Carvilius Graeme

The Headmistress

Medium undead, chaotic evil

Armor Class 12

Hit Points 61 (11d8 + 11)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 15 Con 12 Int 14 Wis 10 Cha 14

Skills Arcana +5, History +5

Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Damage Immunities Cold, Necrotic, Poison

Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Senses blindsight 30ft (blind beyond), passive Perception 10

Languages understands common, but cannot speak.

Challenge 5 (1800 XP)

Ethereal Sight:

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

Head to Head.

The headmistress' ranged attacks do not suffer disadvantage from being engaged in melee

Incorporeal Movement:

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

Actions

Head Toss:

Ranged Weapon Attack: +6 to hit, range 15/30ft., one target. Hit: 16 (4d6+2) necrotic damage. If the target is a creature it must succeed on a DC 14 Dexterity save or take 7 (2d6) piercing damage each turn for 1 minute as the head chews on them. The target may repeat the save at the end of each turn, the head evaporating and the effect ending. For the duration of this effect, the Headmistress' blindsight extends an additional 30ft around the afflicted creature as long as they are on the same plane of existence, or if the Headmistress is in the ethereal plane.

Etherealness:

The ghost 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.

Claim Head:

At the start of the Headmistress' turn if there is a living humanoid creature adjacent to the ghost, that is at 0 hit points the Headmistress may use her bonus action to move to that creature's square. This movement does not provoke opportunity attacks. The Headmistress then kills that creature by removing their head and adding it to her collection, she regains hit points equal to the creature's hit dice.

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