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Grey Philosopher 5E

by Sheldon Morris

Medium undead, neutral evil
Armour Class 18 (natural armour)
Hit Points, grey philosopher 91 (14d8 + 28)
Hit Points, malice 1
Speed grey philosopher 0 ft., malice fly 50 ft. (hover)

5 (-3) 19 (+4) 14 (+2) 16 (+3) 15 (+2) 15 (+2)

Saving Throws Int +5, Wis +4
Damage Resistances acid; cold; fire; lightning; thunder
Damage Immunities necrotic; poison; psychic
Condition Immunities charmed; exhaustion; frightened; grappled; petrified
Senses passive Perception 12
Languages -----
Challenge 4 (1,100 XP)

Incorporeal. The grey philosopher appears as a seated, grey, insubstantial, robed figure, deep in thought. It cannot be turned by a cleric or forced to move by any means.

Manifested Malice. Over the centuries, the evil notions of the philosopher take on a substance and will of their own. Since they spawn from the essence of the philosopher, they use the philosopher's ability scores. However, each malice has only 1 hit point. They fly through the air, constantly searching for victims on which to vent their spite. The damage from their touch of malice attack is determined by the alignment of the target; if the target's alignment is unaligned, it is treated as a neutral. Malices do not stray more than 100 feet away from their seated philosopher, but can move through a space as narrow as 1 inch wide without squeezing. The philosopher creates 2d8 malices each century. All malices instantly vanish when the philosopher is destroyed.

Unbreakable Thoughts. The philosopher's thoughts and concentration cannot be broken. It has no attack of its own, only those of its malices. It will not defend itself, and any melee attack targeting it has advantage. When it is defeated, any remaining malices will instantly vanish.

Multiattack. The philosopher makes as many touch of malice attacks as it has malices, to a maximum of four attacks.

Touch of Malice. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. If the target attacked the grey philosopher on its last turn, the touch of malice attack has advantage.
Hit against evil: 6 (1d4 + 4) psychic damage.
Hit against neutral: 7 (1d6 + 4) psychic damage.
Hit against good: 8 (1d8 + 4) psychic damage.