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Danse Macabre




"Most folks don't understand the nature o' this particular geist.

He looks like flakes o' pale blue floating around pitted bones with the occasional clump o' like color flesh.

Don't know his name neither. Not sure he ever had one, truth be told.

Just some poor fool born from air n' flesh, genasi they be called, with the bad luck of being a pretty boy.

Ended up being sold to a harem by repulsed parents, raised to please the eye and touch.


Till his last owner weren't pleased no more when the dancer could no longer hide his wrinkles.

Sadistic bastard, the last one with the leash.

He hired a dark wizard to force the genasi to dance at a banquet until he dropped dead from exhaustion, then for a bit after that.

Oh, how the crowd laughed...

Oh, how the crowd screamed when the newborn undead escaped his yoke and a lifetime of rage tore them apart.

Well, a swirl of silverware, flatware, broken bones, wood shards, and anything else caught in Danse's whirlwind.

-Fossor Carvilius Graeme

Danse Macabre

Medium undead, chaotic evil

Armor Class 14

Hit Points 65 (10d8 + 20)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 18 Con 14 Int 13 Wis 9 Cha 17

Skills: Performance +6

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

Damage Immunities cold, lightning, necrotic, poison

Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darksight 60ft, passive Perception 9

Languages Common, understands Primordial

Challenge 6 (2,300 XP)

Ethereal Sight:

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

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.

Bewitching Flourish.

After ending his movement for the turn, dance macabre may use his bonus action to dance in a hypnotic, mind-numbing way. All creatures within 20ft with an Intelligence of 4 or higher that can see the ghost must succeed on a DC 14 Charisma save or have their speed reduced to 0 until the end of their next turn.

Actions

Withering Touch.

Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 17(4d6+3) necrotic damage.

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.

Telekenetic Thrust.

Danse macabre targets a creature or unattended objects within 30 feet of it. A creature must be Medium or smaller to be affected by this magic. The ghost can affect up to 10 objects that weigh up to 150 pounds in total.


If the target is a creature, danse macabre makes a Charisma check contested by the target's Strength check. If the ghost wins the contest, he hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.


If the target is an object that isn't being worn or carried, the ghost hurls it up to 30 feet in any direction. Danse macabre can use the object as a ranged weapon, attacking one creature along the object's path (+6 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.


Alternatively, the ghost can swirl the objects around itself. In this case, until the end of its next turn creatures within 10ft of the ghost must succeed on a DC 14 Dexterity save or take 5 (2d4) bludgeoning damage.

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