thirdtofifth: EffigyMedium undead, chaotic evilArmor Class 15Hit Points 175 (27d8 + 54)Speed 0 ft.,
thirdtofifth: EffigyMedium undead, chaotic evilArmor Class 15Hit Points 175 (27d8 + 54)Speed 0 ft., fly 60 ft. (hover)Str 7, Dex 21, Con 15, Int 16, Wis 17, Cha 17Damage Immunities fire, necrotic, poisonDamage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silveredDamage Vulnerabilities coldCondition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, unconsciousSenses darkvision 60 ft. passive Perception 13Languages Abyssal, telepathy 100 ft.Challenge 17 (18000 XP)Incorporeal Movement. The effigy 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.Magic Resistance. The effigy has advantage on saving throws against spells and other magical effects.ActionsMultiattack. The effigy can use Infuse. It then makes two attacks with its Rotfire TouchRotfire Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 27 (4d10+5) necrotic damage plus 22 (4d10) fire damage.Infuse. One humanoid that the effigy can see within 5 feet of it must succeed on a DC 17 Charisma saving throw or be infused with the effigy; the effigy then occupies the same space as the target, and the target is incapacitated and loses control of its body. The effigy now controls the body but doesn’t deprive the target of awareness. The effigy 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 infusion target’s statistics, except that the target deals an extra 7 (2d6) fire damage with each of its melee attacks, and the target takes 7 (2d6) fire damage at the start of each of its turns. The infusion lasts until the body drops to 0 hit points, the effigy ends it as a bonus action, or the effigy is turned or forced out by an effect like the dispel evil and good spell. When the infusion ends, the effigy reappears in an unoccupied space within 5 feet of the body. The target is immune to this effigy’s Infuse for 24 hours after succeeding on the saving throw or after the infusion ends.Effigies are fiery undead spirits who hate life and seek to consume its energy, wreathing victims in flame and using them to slay others until its host is entirely immolated. It appears as a translucent humanoid shape with faint white-glowing eyes within its body, but no other discernible facial features.Originally from the Monster Manual II. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. I have gotten to many requests, many are works in progress and are completed but simply need workshopping before release. -- source link