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Effigy 
Medium Undead, Lawful Evil 

Armor Class     11

Hit Points         45 (10d8)

Speed              30ft., fly 40ft., hover

new

ePISODE 4

Damage Resistance Acid, Fire, Cold, Thunder; non-magical B/P/S

Damage Immunity Fire

Condition Immunity Exhaustion, Frightened, Grappled, Petrified,

Prone, Restrained, Poisoned 

Skills Perception +6

Senses Darkvision 30ft, Passive Perc. 16 

Languages Common

Challenge 4

Actions

Infuse The effigy targets a humanoid within 5 ft of it, forcing the target to make a DC 13 constitution saving throw, or be infused by the effigy; The effigy then disappears, and the target is incapacitated and loses control of its body. The effigy can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, intellegence, wisdom, charisma, and its immunity to fear. It otherwise assumes the infused targets stats. the melee attacks of the infused creature gain 2d6 points of fire damage. 

At the start of each of its turns, the infused creature takes 2d6 points of fire damage. The infused creature can repeat the save at the end of each of its turns. The infusion lasts until the target drops to 0 Hit Points, or succeeds on the saving throw.When the infused creature reaches 0 hit points, it dies and its body is reduced to ash. When the possession ends, the effigy reappears in an unoccupied space within 5ft. of the body. The target is immune to the effigy's infuse ability for one round after succeeding on the saving throw 

Life Drain While infusing a creature, the effigy may as a bonus action drain that creatures life. Roll 2d10, if the result is higher than the infused creatures CON score, the effigy regains  10 hit points and the target gains a point of exhaustion. 

  STR      DEX      CON      INT      WIS      CHA

 10(+0)   9(-1)     14(+2)   10(+0)   10(+0)   17(+3)