Spirit Commander

Read-only review

Spirit Commander

Spirit Commander

Medium aberration, chaotic neutral

A once great commander, called back from the spirit realm, to feel alive once more...

Armor Class 19 (+1 Plate Armor)
Hit Points 83 (7d10+40)
Speed 30 ft.
STR
16
(+3)
DEX
8
(-1)
CON
16
(+3)
INT
14
(+2)
WIS
12
(+1)
CHA
18
(+4)
Saving Throws Cha+8 Con+7
Skills Perception+5, Athletics+7
Damage Resistances Nonmagical Physical
Damage Immunities Necrotic
Condition Immunities Charm, Fear, Paralyze
Senses passive Perception 16
Languages All
Challenge 8 (3,900 XP)

Spellcasting. The Spirit Commander is a 6-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +8 to hit with spell attacks). It casts from the Bard spell list

Cantrips (at will): Chill Touch, Toll the Dead

1st level (5 slots): Cause Fear, Charm Person, Command, Dissonant Whispers, Shield, Tasha’s Hideous Laughter

2nd level (4 slots): Calm Emotions, Suggestion, Blindness/Deafness

3rd level (3 slots): Animate Dead, Counterspell, Fear, Hunger of Hadar, Vampiric Touch

Sunlight Sensitivity. While in sunlight, the Spirit Commander has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The Spirit Commander has advantage on saving throws against spells and other magical effects.

Illumination. The {Spirit Commander sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

Incorporeal Movement. The Spirit Commander 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.

Unusual Nature. The Spirit Commander doesn't require [sleep, air, or food].

Actions

Stomp. Melee Weapon Attack: +[bonus] to hit, reach 5 ft., one prone creature. Hit: 16 4d6 bludgeoning damage.

Weapon Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 2d8 Slash + 2d6 Necrotic damage.

Frightful Presence. Each creature of the {name}'s choice within 30 feet and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Create Specter. The Spirit Commander targets a humanoid that has died within the last minute and died violently. The target's spirit rises as a specter in the space of its corpse and is under the Spirit Commander's control.

Reactions

Parry. The Spirit Commander adds 2 to its AC against one melee attack that would hit it. To do so, the Spirit Commander must see the attacker and be wielding a melee weapon.

Absorb Elements. The Spirit Commander casts Absorb Elements in response to taking acid, cold, fire, lightning, poison, or thunder damage. It gains resistance to that damage type until the start of its next turn, and its next melee weapon attack deals an extra 2d6 damage of that type.