Hearth Hope

Small undead, lawful good

Armor Class

15

Hit Points

21(6d6)

Speed

0 ft., fly 40 ft. (hover)

STR

5 (-3)

DEX

15 (+2)

CON

10 (+0)

INT

10 (+0)

WIS

12 (+1)

CHA

16 (+3)

Damage Immunities

Cold, Necrotic, Poison

Damage Resistances

Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing And Slashing From Nonmagical Attacks

Condition Immunities

Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses

darkvision 60 ft., Passive Perception 11

Languages

Common, Halfling

Challenge

2 (450 XP)

Ethereal Sight. The hope can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The hope 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.

Final Task. Hope is a creature with one goal. This goal is typically simple — delivery of a message, ensuring proper burial, or one last glimpse of a loved one. Whatever the task, once completed, hope is no longer fettered to the mortal realm and fades away to whatever afterlife awaits.

Actions

Beatific Visage. Each non-undead or construct within 60 feet of the hope that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. While frightened this way the creature is paralyzed. If the save fails by 5 or more, the target is awestruck and suffers the effect of a confusion spell for 1 minute, once the frightened condition ends. A target can repeat the saving throw at the end of each of its turns, ending the frightened condition or confusion on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to this hope’s Beatific Visage for the next 24 hours.

Possession (Recharge 6). One humanoid that the hope can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the hope; the hope then disappears, and the target is incapacitated and loses control of its body. The hope now controls the body but doesn’t deprive the target of awareness. The hope can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It 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, the hope ends it as a bonus action, or the hope is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the hope reappears in an unoccupied space within 5 feet of the body. The target is immune to this hope’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Psychic Feedback. Ranged spell attack: +4 to hit, range 30 feet, one target. Hit: 5 (1d10) psychic damage as the target is assaulted with images of their own past failures.

small
undead
cr2
out-of-the-box-5e