Necrichor
Medium Undead, Lawful EvilAC 14
HP 85 (10d8 + 40)
Speed 20 ft., climb 20 ft.
STR
8 (-1)
Save -1
DEX
16 (+3)
Save +3
CON
18 (+4)
Save +7
INT
17 (+3)
Save +6
WIS
13 (+1)
Save +4
CHA
10 (+0)
Save +0
Saving Throws CON +7, INT +6, WIS +4
Resistances Acid; Necrotic
Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, Restrained
Senses Blindsight 120 ft., Passive Perception 11
Languages telepathy 120 ft. Common plus two other languages
CR 7
Traits
Amorphous. The necrichor can move through a space as narrow as 1 inch without expending extra movement to do so.
Legendary Resistance (2/Day). If the necrichor fails a saving throw, it can choose to succeed instead.
Reborn by Blood. If destroyed, the necrichor revives with all its Hit Points in 1d10 days in the nearest unoccupied space next to a creature of its choice that it has previously possessed with its Blood Puppeteering action. This trait doesn't function if the destroyed necrichor's remains are in a vessel affected by the Hallow spell or if all the necrichor's previous Blood Puppeteering targets are dead.
Spider Climb. The necrichor can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The necrichor makes two Necrotic Burst attacks.
Necrotic Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 12 (2d8 + 3) Force damage plus 11 (2d10) Necrotic damage, and the target has the Poisoned condition until the start of the necrichor's next turn. While Poisoned, the target can't regain Hit Points.
Blood Puppeteering (Recharge). con 15, one Bloodied creature within 5 feet. Constructs and Undead automatically succeed on this save. Failure: The target is possessed by the necrichor; the necrichor disappears, and the target has the Incapacitated condition and loses control of its body. The necrichor now controls the target's body, but the target retains awareness. The necrichor can't be targeted by any attack, spell, or other effect except ones that specifically target Undead. The necrichor's game statistics are the same, except it uses the possessed target's Speed and Strength, Dexterity, and Constitution scores. The possession lasts until the target drops to 0 Hit Points or the necrichor leaves it as a Bonus Action. When the possession ends, the necrichor appears in an unoccupied space within 5 feet of the target, and the target is immune to this necrichor's Blood Puppeteering for 24 hours. Success: The target is immune to this necrichor's Blood Puppeteering for 24 hours.