12 (15 with mage armor)
120 (16d8 + 48)
walk 30 ft., climb 30 ft.
con +8, int +10, wis +7
arcana +10, history +10, perception +7
Bludgeoning, Piercing or Slashing damage from nonmagical attacks
Necrotic, Poison
Charmed, Frightened, Paralyzed, Petrified, Poisoned, Restrained
darkvision 60 ft.
Common and any 5 other languages
13
+5
The Pale Man is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The Pale Man has the following wizard spells prepared: • Cantrips (at will): chill touch, mage hand, mending, prestidigitation, shocking grasp • 1st level (4 slots): delerium orb*, mage armor, magic missile, shield • 2nd level (3 slots): hold person, invisibility, warp bolt* • 3rd level (3 slots): counterspell, lightning bolt, purge contamination* • 4th level (3 slots): delerium blast*, forced evolution* • 5th level (3 slots): conjure the deep haze* • 6th level (1 slots): chain lightning, siphon contamination* • 7th level (1 slots): octarine spray* • 8th level (1 slots): antimagic field
If the Pale Man fails a saving throw, it can choose to succeed instead.
The Pale Man can occupy another creature's space and vice versa, and the Pale Man can move through any opening large enough for a Tiny insect.
When the Pale Man is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the Pale Man swarm returns to its cocoon and reforms 1d6 days later.
Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or receive one level of contamination.
Each creature within 30 feet of the Pale Man must succeed on a DC 16 Dexterity saving throw or take 22 (5d8) necrotic damage and be restrained by masses of swarming fleshy bugs. The affected creature takes 22 (5d8) necrotic damage at the start of each of the Pale Man's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The pale man can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The pale man regains spent legendary actions at the start of its turn.
The Pale Man casts one cantrip.
The Pale Man moves its speed without provoking opportunity attacks.
Each creature restrained by the Pale Man's Infest the Flesh must succeed on a DC 16 Constitution saving throw or gain one level of contamination.