Medium undead, Neutral Evil
| Armor Class | 14 |
|---|---|
| Hit Points | 110 (20d8 + 20) |
| Speed | 0 ft., fly 40 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 18 (+4) | 12 (+1) | 15 (+2) | 13 (+1) | 19 (+4) |
| Saving Throws | Int +5, Wis +4 |
|---|---|
| Skills | Deception +7, Insight +4, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | cold; necrotic; poison |
| Condition Immunities | charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | Common, Solamnic |
| Challenge | 8 |
Caradoc's spirit is bound to Dargaard Keep. At the start of his turn, if he's outside the keep's walls and not possessing a creature using his Possession action, he must succeed on a DC 15 Charisma saving throw or vanish and reappear in an unoccupied space within the keep.
Caradoc can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
If Caradoc dies, he reforms within Dargaard Keep in 2d6 days.
Caradoc doesn't require air, food, drink, or sleep.
Caradoc makes two Withering Touch attacks.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) necrotic damage.
One Humanoid that Caradoc can see within 5 feet of himself must succeed on a DC 15 Charisma saving throw or be possessed by him; he then disappears, and the target is incapacitated and loses control of its body. Caradoc now controls the body but doesn't deprive the target of awareness. Caradoc can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being charmed and frightened, and his Divisive Whispers bonus action. He otherwise uses the possessed target's statistics but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied space within 5 feet of the body. The target is immune to Caradoc's Possession for 24 hours after succeeding on the saving throw or after the possession ends.