Evil Reincarnate

Evil Spirits, Chara Spirits in particular, will make deals with mortals. In exchange for great power; the mortal will sacrifice the soul of their unborn child. This child will still come to term and be born; as they age a malevolent spirit who resides in their body gains strength.   People nearby can begin to see signs of this child's evil nature and cruel intentions. Each Evil Reincarnate manifests in different ways but they always bring doom and ruin to the civilizations around them.

Basic Information

Anatomy

These spirits at first appear to be normal children of the mortal race that they are born into. When they become strong enough they can grow fangs and claws. So far there have been no reports of these creatures reaching maturity.

Additional Information

Perception and Sensory Capabilities

A malevolent aura surrounds the Evil Reincarnate at all times; although it is believed they can turn this off at will so they can hide. When they become strong enough they learn the magical ability to fling fire, stop magic from working, and summon undead spirits to protect them.   Along with this they also gain a supernatural strength and natural armor.

Evil Reincarnate CR: 8

Medium to Small fiend, typically chaotic evil
Armor Class: 16 (Natural Armor
Hit Points: 120 (20d6 + 40)
Speed: 30 ft

STR

19 +4

DEX

14 +2

CON

14 +2

INT

12 +1

WIS

12 +1

CHA

16 +3

Saving Throws: STR +7, CON +5, CHA +6
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 120 ft., Passive Perception 11
Languages: Abyssal, Common, Telepathy 120 ft.
Challenge Rating: 8

Innate Spellcasting. The reincarnate’s spellcasting ability is Charisma (spell save DC 14). The reincarnate can innately cast the following spells, requiring no material components:   1/day each: counterspell, fireball, spirit shroud


Magic Resistance. The evil reincarnate has advantage on saving throws against spells and other magical effects.   Evil Aura. Any creature that is not evil and starts its turn within 15 feet of the evil reincarnate must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion . On a successful saving throw, the creature is immune to the evil reincarnate's evil aura for 24 hours. Once they are immune all levels of exhaustion disappear.

Actions

Multiattack. The evil reincanate makes two attacks: one with its bite and one with its claws.   Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.