Dispossessed 5e
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The Dispossessed
Medium Spirit, chaotic
Armor Class: 11 (DEX)
Hit Points: 18 (4d8)
Speed: 25 ft
STR 7 -2, DEX 13 +1, CON 10 +0
INT 10 +0, WIS 12 +1, CHA 17 +3
Saving Throws: Str -2, Dex +1, Con +0, Int +0, Wis +1, Cha +3
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: Darkvision 60ft, Passive Perception 11
Languages: those of the original body
Challenge: 4 (450 XP)
The Dispossessed are spirits of those whose bodies have been possessed. They still resemble their former selves, but are now incorporeal and they emit a feeling of despair and sadness so strongly that those around them may be frozen in their own depressive state. Since they are linked to living bodies, they are not undead and are unable to be turned or affected by holy water and other attacks normally reserved for the undead.
Dispossessed spirits can retain the ability to speak and communicate. Characters may engage one in conversation, ask questions of it, and so on, though they must roll a new saving throw each turn to avoid succumbing to debilitating depression.
The Dispossessed are so desperate to return to their own bodies that they have a 60% chance of mistaking characters for their former selves. Should this happen, the dispossessed spirit focuses all its attention on the unfortunate character in an effort to get its body back.
Characters with low Seeming perception scores might see the Dispossessed as ordinary, perfectly corporeal people. The Dispossessed retain whatever alignment they had in life. Evil spirits attack the living, hoping to take over their victims’ bodies as their own were once stolen. Those convinced that their old body is among those in the party also attack.
TRAITS
Physical presence: The Dispossessed can use psychic energy to hold small- to medium-sized objects. They move and walk as they did in life, though at a slower pace.
Depression: Upon sighting a dispossessed spirit (of any alignment), observers must succeed on a Constitution Saving Throw (DC 12) or feel severe depression settle upon themselves. The will to act immediately drains from victims. They feel lethargic and apathetic toward both their companions and the encounter about to take place; in fact, they’d like nothing better than to curl up in a fetal position and go to sleep. They are treated as if they in a level 3 Exhaustion state while they are within 100 yards of any of the Dispossessed. If they are no longer in the proximity, then they can take efforts to recover from the Exhausted state.
ACTIONS
Touch of Despair: Their weapon is a touch of despair that, in addition to inflicting 1d4 points of psychic damage, drains away the victim’s will to live. When the total number of hits equals the victim’s Constitution score, the character’s life force leaves his or her body. The dispossessed spirit instantaneously moves in; the victim’s spirit now becomes a new member of the dispossessed. Should an intended victim survive the possession attempt, the character’s despair lingers for one day per hit (lifting gradually). Any spell or affect that can affect the Frightened condition will reduce this possession by one day per casting, but cannot prevent it.
Ref: Blood Spawn, pp 21-22, by Carrie Bebris; MM 2014 (Ghost)
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Created by , 02-12-2026 at 11:25 AM 0 Comments, 3,606 Views |
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