```metadata title: Spectral Knight & Thalen description: Encounters in the Gray Waste tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` # Spectral Knight The Spectral Knights are a group of cursed spirits, once mortal champions of various realms who fell under Vecna's sway through deceit or manipulation. Upon their deaths, Vecna bound their souls to the Gray Waste, specifically tasked with guarding important assets like the souls of potential threats or powerful entities. Bound by Vecna's necromantic powers, they exist in a state of relentless duty, compelled to guard despite a lingering sense of their past lives. {{monster,frame,wide ## Spectral Knight *Medium Undead, lawful evil* ___ **Armor Class** :: 16 (Spectral Armor) **Hit Points** :: 85 (10d8 + 40) **Speed** :: 30 ft., fly 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |18 (+4)|16 (+3)|18 (+4)|12 (+1)|14 (+2)|20 (+5)| ___ **Saving Throws** :: Con +7, Wis +5, Cha +8 **Skills** :: Perception +5, Stealth +6 **Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: poison **Condition Immunities** :: charmed, exhaustion, frightened, poisoned **Senses** :: darkvision 60 ft., passive Perception 15 **Languages** :: Common, one other, depending on its origin **Challenge** :: 7 (2,900 XP) ___ ***Ethereal Sight.*** The Spectral Knight can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. : ***Sunlight Sensitivity.*** While in sunlight, the Spectral Knight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. : ***Undead Fortitude.*** If damage reduces the Spectral Knight to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the Spectral Knight drops to 1 hit point instead. ### Actions ***Multiattack.*** The Spectral Knight makes two attacks with their Ghostly Longsword. : ***Ghostly Longsword.*** _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. : ***Harrowing Shriek (Recharge 5-6).*** The Spectral Knight emits a dreadful wail. Each creature within 30 feet that can hear it must make a DC 16 saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. }} ![spectral knights](https://i.imgur.com/FgvS0WG.png) {width:900px,position:absolute,left:-72px,bottom:0,mix-blend-mode:multiply} \page # Thalen, the regretful mage Thalen was once a powerful mage who delved too deep into forbidden knowledge and dark magic, eventually becoming a servant of Vecna. Realizing too late the true horror of Vecna's vision for reality, Thalen sought to escape his servitude, resulting in his death and subsequent binding as a petitioner in the Gray Waste. Despite the oppressive despair of the Waste, Thalen's deep regrets and strong will have allowed him to retain a semblance of purpose, making him a rare entity in Niflheim seeking redemption. Despite his desire for redemption, ultimately he believes any redemption is a lost cause for him and will devolve into cowardace and obedience when given an opportunity to break his habits. As such, he will likely betray any allies he may make when things get difficult. He will use his Possession as a last resort, instead using Phantasmal Killer to distract his former allies and Misty Step to make a hasty getaway. {{monster,frame,wide ## Thalen *Medium Undead, neutral evil* ___ **Armor Class** :: 13 **Hit Points** :: 45 (10d8) **Speed** :: 0 ft., fly 40 ft. (hover) ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |7 (-2)|16 (+3)|10 (+0)|17 (+3)|12 (+1)|18 (+4)| ___ **Skills** :: Arcana +6, History +6 **Damage Resistances** :: acid, fire, lightning, thunder; bludgeoning, piercing, and 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 11 **Languages** :: Common, Infernal **Challenge** :: 6 (2,300 XP) ___ ***Ethereal Sight.*** The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. : ***Incorporeal Movement.*** The ghost 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. : ***Turn Resistance.*** Thalen has advantage on saving throws against any effect that turns undead. : ***Spellcasting.*** Thalen is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Thalen has the following spells prepared:

Cantrips (at will): _Mage Hand, Prestidigitation, Ray of Frost_
1st level (4 slots): _Mage Armor, Magic Missile, Shield_
2nd level (3 slots): _Mirror Image, Misty Step_
3rd level (3 slots): _Counterspell, Fireball_
4th level (1 slot): _Phantasmal Killer_ ### Actions ***Withering Touch.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 17 (4d6 + 3) necrotic damage. : ***Etherealness.*** The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. : ***Horrifying Visage.*** Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. : ***Possession (Recharge 6).*** One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost 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 ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. }}