Fane Spirit
Medium Undead, any lawful alignment (CR 3)Armor Class 13
Hit Points 52 (7d8+21)
Speed 20 ft., fly 40 ft., hover true ft.
7 (-2)
16 (+3)
16 (+3)
10 (+0)
18 (+4)
17 (+3)
Skills deception 5, religion 4
Senses darkvision 60 ft., passive Perception 14
Languages any languages it knew in life
Challenge Rating 3
Actions
Touch of Forgetfulness.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) psychic damage. A target hit by this attack must succeed on a DC 13 Wisdom saving throw or forget any or all events that happened up to 5 minutes prior to this attack, as if affected by the modify memory spell. The GM decides how this affects the target.
sizeMedium
typeUndead
group
alignmentany lawful alignment
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save6
charisma_save
perception
damage_vulnerabilities
damage_resistancesacid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
damage_immunitiespoison, psychic
condition_immunitiescharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
cr3
reactions
legendary_desc
legendary_actions
special_abilitiesname: Incorporeal Movement,desc: The fane spirit 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.,name: Veil of the Living,desc: During the day a fane spirit appears much as it did in life and loses its Incorporeal Movement trait, its Touch of Forgetfulness action, and its immunity to being grappled and restrained. It retains all other statistics. While in this form, it has a Strength score of 10. If attacked in this form, it relies on its spells to defend itself, but it reverts to its undead form as soon as it takes any damage. When the sun sets or when it takes any damage, the fane spirit assumes its undead form, and it has all of its listed statistics. Any creature witnessing this transformation must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. A fane spirit reverts to its living form in the morning, though creatures witnessing this don’t need to make saving throws.,name: Innate Spellcasting,desc: The fane spirit’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch, spare the dying 3/day each: cure wounds, inflict wounds, shield of faith 1/day each: augury, hold person, lesser restoration
spell_list
page_no141
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document__slugtob2
document__titleTome of Beasts 2
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Tome of Beasts 2, page no. 141