Di seguito trovate la conversione alla 5°edizione di D&D di un mostro apparso nel Monstrous Compendium Annual - Volume III (AD&D 2°edizione, correva l'anno 1996).
Come in altri casi già apparsi su questo blog (vedete ad esempio il Baelnorn o l'Animus) il lavoro è stato facile e divertente, a conferma ulteriore della semplicità della 5°edizione.
Benché lo Zhentarim Spirit sia specifico per il setting Forgotten Realms, potete facilmente adattarlo per qualsiasi setting.
ZHENTARIM SPIRIT
Uno Zhentarim Spirit è l'essenza di un Wizard Zhentarim che ha terminato la propria esistenza in una maniera orribile, ucciso brutalmente dai suoi nemici o ingannato dai propri compagni.
Forza di volontà. Lo spirito dello Zhentarim è rimasto sul piano materiale grazie alla sua incredibile determinazione e forza di volontà, e ci rimarrà fintanto che non avrà ultimato il suo compito o non si sarà vendicato di chi lo ha ucciso.
Vendetta. Lo Zhentarim Spirit è spesso animato dal forte desiderio di vendicarsi di coloro che lo hanno ucciso e fa di tutto per trovarli e ucciderli tra mille sofferenze.
Manifestazione. Lo Zhentarim Spirit è semitrasparente e assomiglia ad uno spectre, col quale spesso viene confuso. Si manifesta esattamente com'era al momento della sua morte, ferite che gli sono state inferte comprese.
ZHENTARIM SPIRIT
Medium undead, any evil alignment
Armor Class 20 (natural armor)
Hit Points 63 (14d8)
Speed 0 ft., fly 50 ft. (hover)
STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 20 (+5) WIS 18 (+4) CHA 16 (+3)
Saving Throws Int +9, Wis +8
Skills Arcana +13, History +13
Damage Immunities acid, cold, fire, lightning, poison, radiant, thunder; bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, pietrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 60 ft., passive Perception 14
Languages Common plus any 5 languages
Challenge 15 (13.000 xp)
Incorporeal Movement. The Zhentarim Spirit can move through other objects and creatures as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The Zhentarim Spirit's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spell, requiring no material components:
At will: invisibility
Rejuvenation. The Zhentarim Spirit reforms by force of will after 1d100 days, when its hit points are reduced to 0. If the Zhentarim Spirit's hit points are reduced to 0 by a finger of death, power word kill or wish spells, it doesn't not reform.
Turning Immunity. The Zhentarim Spirit is not undead in the normal sense of the word as it's being help to the Prime Material Plane by its indomitable willpower, refusing to go to its final rest until its killers have been dealt with. As a result it automatically succeds in any saving throw against any effect that turns undead and it's not affected by holy water nor it's connected to the Negative Energy Plane.
ACTIONS
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succed a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target is one of its killers the reduction can be ended only after the target has been targeted by a greater restoration spell. The target dies if this effect reduces its hit point maximum to 0.
Possession. One creature that the Zhentarim Spirit can see within 60 feet of it must succeed on a DC 17 Charisma saving throw or be possessed by the Zhentarim Spirit as per the same effects of a magic jar spell. The effects relating the container are not considered for the purpose of this trait. The possession lasts until the body of the target drops to 0 hp, the Zhentarim Spirit ends it as a bonus action or it's forced out by a dispel evil and good spell. When the possession ends, the Zhentarim Spirit reappears in an unoccupied space within 5 feet of the body. The target is immune to this Zhentarim Spirit's trait for 24 hours after succeeding on the saving throw or after the possession ends.
A presto.
Il DM.