Lenore
Medium undead (Human), lawful neutral
Armor Class: 14
Hit Points: 72 (12d6 + 36)
Speed: 20 ft., fly 40 ft.
Saving Throws: CHA +6
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Common (understands the languages she knew in life but can't speak)
Challenge: 10 (5,900 XP)
Proficiency Bonus: +4
Special Traits
Detect Life. Lenore can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
Incorporeal Movement. Lenore can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Undead Fortitude. If damage reduces Lenore to 0 hit points, she must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, Lenore drops to 1 hit point instead.
Actions
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of Lenore that can see her must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Lenore is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Lenore's Horrifying Visage for the next 24 hours.
Wail (1/Day). Lenore releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Lore
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