Medium undead, Lawful Evil
| Armor Class | 14 |
|---|---|
| Hit Points | 85 (10d8 + 40) |
| Speed | 20 ft., climb 20 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 16 (+3) | 18 (+4) | 17 (+3) | 13 (+1) | 10 (+0) |
| Saving Throws | Con +7, Int +6, Wis +4 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; necrotic |
| Damage 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 |
| Challenge | 7 |
The necrichor can move through a space as narrow as 1 inch without expending extra movement to do so.
If the necrichor fails a saving throw, it can choose to succeed instead.
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.
The necrichor can climb difficult surfaces, including along ceilings, without needing to make an ability check.
The necrichor makes two Necrotic Burst attacks.
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.
con DC 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.
Medium undead, Unaligned
| Armor Class | 12 |
|---|---|
| Hit Points | 67 (9d8 + 27) |
| Speed | 20 ft., climb 20 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 15 (+2) | 17 (+3) | 17 (+3) | 13 (+1) | 10 (+0) |
| Saving Throws | Con +6, Int +6, Wis +4 |
|---|---|
| Skills | Arcana +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; necrotic |
| Damage Immunities | — |
| Condition Immunities | blinded; charmed; deafened; exhaustion; frightened; grappled; paralyzed; poisoned; prone; restrained |
| Senses | blindsight 120 ft. (blind beyond this radius), passive Perception 11 |
| Languages | any three languages, telepathy 120 ft. |
| Challenge | 7 |
If the necrichor fails a saving throw, it can choose to succeed instead.
Unless its lifeless remains are splashed with Holy Water (Flask) or placed in a vessel under the effects of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
The necrichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The necrichor doesn't require air, food, drink, or sleep.
The necrichor makes two attacks.
Melee Attack Roll: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the necrichor's next turn.
Ranged Spell Attack Roll: +6 to hit, range 120 ft., one creature. Hit: 12 (2d8 + 3) necrotic damage, and the target can't regain hit points until the start of the necrichor's next turn.
The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn't a Construct or an Undead, it must succeed on a DC 14 Constitution saving throw or the necrichor enters the target's space and attaches itself to the target for 1 minute. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor can telepathically control the target's move, action, or both. When controlled this way, the target can take only the Attack action (necrichor chooses the target) or the Dash action. The attached target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.