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The Colony




"Lady folk tend to like this fella, least till they see him up close.

That's when they notice his slim, exposed ribcage and the fist-sized phase spiders crawling over 'nother within.

Always known drow got a thing fer siders, but this one takes it a bit too far.


Stories hold he used to be a wizard o' some sort, played at being a lady's fella n' toothless. Not literal, mind'ya. He had a pretty smile.

He was also a spy for an evil drow house deep below the city.

Problem was he failed in his missions a few too many times n' as punishment his people fed him live spiders till he died.

Course, didn't stay dead. Never do. He don't bother his own people none, but continues to terrorize the surface.

Dun know how ya feel 'bout spiders. Dun care. He needs to be laid to rest."

-Fossor Carvilius Graeme

The Colony

Medium undead, chaotic evil

Armor Class 13

Hit Points 71 (13d8 + 13)

Speed 0ft

Flight 40ft (hover)

Str 6 Dex 17 Con 13 Int 12 Wis 14 Cha 19

Skills: Arcana +4, Perception +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 attacks

Senses darkvision 120 ft., passive Perception 15

Languages Common, Deep Speech, Elvish

Challenge 7 (2,900 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.

Sunlight Sensitivity.

While in sunlight, the ghost has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker.

The ghost ignores movement restrictions caused by webbing.

Actions

Multiattack.

The ghost makes a crawling doom attack and uses wraith web. Alternatively, he may use wraith web twice.

Crawling Doom.

Melee Spell Attack: +6 to hit, reach 10 ft., one target. Hit: 1 (4d6+) necrotic damage. If the target is a creature, it must succeed on a DC 1 Constitution save or become Poisoned until the end of its next turn.

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.

Wraith Web (Recharge 5–6).

Ranged Spell Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Reactions

Demon Web.

If a creature is caught in the Colony's Wraith Web at the start of the ghost's turn, it may use its reaction to pull it into the Ethereal Plane. Others can still see its ghostly outline in the Material Plane. At the end of each of its turns, the creature can make a DC 15 Charisma save and on success, returns to the Material Plane. If a creature is reduced to 0 hit points while in the Demon Web, a phase spider erupts from its corpse the following sunrise.

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