Famine Spirit - CR 19 (Medium Undead)

The 3.0 Monster Manual II, had some brilliant monsters in it, more than a couple of which are slithering, warping and leaping into my 5e games. The following has not yet appeared, but I know exactly where it will....and it's not hugely far in the future.

Famine Spirits have a suite of attacks and properties that are simply horrible. An aura that can incapacitate those that enter it, along with a Vorpal bite - that's just not cricket! Add to that the fact that they are simply gross looking and move like lightning (that is a serious speed), and you have the stuff of nightmares. Of course, by 19th level, your PC's are going to be needing some seriously deadly foes to test their mettle against, so it's all good....or evil....chaotic evil.

The It Likes the Juice power is something I added, that felt right. If you don't like it (especially as it increases the chances of a Vorpal bite quite a bit), ignore it.


Famine Spirit – Medium Undead
(Chaotic Evil)

A.C. 18 (Natural Armour)
Hpts: 262 (21d8+168) [189 - 336]
Speed: 60'
Initiative: +0
Proficiency Bonus: +6

Str: 16 (+3) Dex: 11 (+0) Con: 26 (+8) Int: 14 (+2) Wis: 15 (+2) Cha: 15 (+2)

Saving Throws: Constitution +14, Dexterity +6, Wisdom +8
Skills: Perception +8

Damage Resistances: Necrotic
Damage Immunity: Poison
Condition Immunity: Poisoned, Exhausted, Diseased, Unconscious
Senses: Darkvision 60'; Scent, See Invisible; Passive Perception: 18

Language: Spoken in life

CR: 19 (22,000 xp)


Aura of Pain: Creatures that start their turn within this aura are afflicted as if exposed to a Symbol of Pain unless they make a D.C. 16 Constitution saving throw. Once affected, they are Incapacitated for 1 minute (no save). Those that save against this effect are immune to that specific Spirit's aura for 24 hours.

Legendary Resistance: 3/day, when the Spirit would fail a saving throw, it may choose to succeed instead.

It Likes the Juice: The Spirit gains advantage on attack rolls against living enemies at 50% or fewer hit points.

Vorpal Bite: If the Spirit rolls a natural 20 with its Bite attack against a Large or smaller enemy, it removes their head, most likely causing instant death.

Scent: The Spirit has advantage on Perception checks that allow it to use its keen sense of smell.

See Invisible: The Spirit is under a permanent See Invisibility effect, which cannot be dispelled.

Create Spawn: In the rare cases that the Spirit does not consume a fallen foe, it rises as a Famine Spirit in 1d3 days unless their remains are blessed with a Protection from Good and Evil spell.


The Spirit makes two Claw attacks and a single Bite attack

Bite: Melee Weapon Attack, Reach 5', One Target, +9 to hit; Hit: 49 (4d20+3) piercing damage; Natural 20: Vorpal Bite (see above)

Claws: Melee Weapon Attack, Reach 5', One Target, +9 to hit; Hit: 29 (4d12+3) slashing damage.


Etherealness: 3/day may cast the Etherealness spell. 

I was unable to find a picture of the Famine Spirit, so here is a photo of me, in my pants, first thing in the morning...it's basically the same thing...