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Hugo Weightman

Challenge
Tags
str
17
dex
21
con
18
int
16
wis
14
cha
19

AC 15

HP 127 (15d8+60; bloodied 63)

Speed 0 ft., fly 50 ft. (hover)


Proficiency +4; Maneuver DC 17

Saving Throws Con +8, Wis +6

Skills Perception +6, Stealth +9

Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities necrotic, poison

Condition Immunities fatigue , paralyzed , petrified , poisoned , rattled

Senses darkvision 60 ft., passive Perception 16

Languages Common


Ethereal Sight. The ghost can see 60 feet 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.

Innate Spellcasting. The ghost’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components

At will: invisibility , mage hand , prestidigitation , vicious mockery

5/day each: sleep (as a 4th-level spell; 10d10), spiritual weapon

3/day each: arcane riposte (as a 3rd-level spell; 3d10), magic missile

2/day each: counterspell , greater invisibility

1/day each: dispel magic , misty step

Neverdying. When the ghost is reduced to 0 hit points its body fades away and 2d4 days later it reappears in its last resting place at its full hit points. The vampire lord has awoken and enraged the
spirit of Hugo Weightman which attempts to kill every living thing it can, entirely consumed by a senseless urge to murder. It can only be destroyed permanently by entombing Nemirtvi once more, but once it dissipates from being reduced to 0 hit points the party finds two extremely important items within—Hugo’s withered old journal and an amulet of the spectral grove .


ACTIONS

Multiattack. The ghost attacks twice or it casts a spell and attacks once.

Psychic Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (6d6+4) psychic 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.

Horrifying Visage. Each non-undead creature within 60 feet and on the same plane of existence that can see the ghost makes a DC 16 Wisdom saving throw . On a failure, a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this ghost’s Horrifying Visage for 24 hours.

Greater Invisibility (4th-Level; V, S, Concentration). The ghost or a creature it touches is invisible for 1 minute.


BONUS ACTIONS

Misty Step (2nd-Level; V). The ghost teleports to an unoccupied space it can see within 30 feet. The ghost can’t cast this spell and a 1st-level or higher spell on the same turn.

Ectoplasmic Vomit (Recharge 5–6). The ghost sprays ectoplasm in a 20-foot cone. Each creature in the area makes a DC 16 Constitution saving throw . On a successful save a creature is rattled until the end of its next turn, or on a failed save it is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


REACTIONS

Arcane Riposte (3rd-Level; V, S). When a creature makes a melee attack against the ghost, the ghost makes a melee spell attack against it, dealing 3d6 acid, cold, fire, lightning, poison, or thunder damage on a hit.

Horrifying Visage. If the ghost takes damage from an attack or spell, it uses Horrifying Visage.

 

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.