Huge undead, Chaotic Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 195 (17d12 + 85) |
| Speed | 0 ft., fly 60 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 19 (+4) |
| Saving Throws | Cha +9, Con +10, Int +8, Wis +9 |
|---|---|
| Skills | Arcana +8, Perception +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | lightning; thunder |
| Condition Immunities | charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained |
| Senses | passive Perception 19 |
| Languages | Common, Giant |
| Challenge | 15 |
The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10) force damage if it ends its turn inside an object.
If the spirit fails a saving throw, it can choose to succeed instead.
The spirit makes two Lightning Fist or Hailstone attacks in any combination.
Melee Attack Roll: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) lightning damage.
Ranged Attack Roll: +12 to hit, range 90/180 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) cold damage.
The spirit hurls a magical lightning bolt in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) lightning damage plus 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. On a success or failure, an affected creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.