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CIRCLE OF PHENEX / AUGUST 2026

Wàn Shǒu Míng Guānyīn

Huge undead

EST. CR 13ARMOR CLASS 18HIT POINTS 275

Unspoken names gather into a haunted effigy; restoring the memorial register lets the restless spirits depart.

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Original 5e-style homebrew v0.2 — estimated CR; not playtested. The stats below are original game material created for this release.

At your table.

CIRCLE OF PHENEX / AUGUST 2026

Wàn Shǒu Míng Guānyīn

Huge undead

Original 5e-style homebrew v0.2 — estimated CR; not playtested
Armor Class18
Hit Points27522d12 + 132
Estimated CR13Proficiency +5

Speed 30 ft., fly 30 ft. (hover)

STR
20 (+5)
DEX
14 (+2)
CON
22 (+6)
INT
18 (+4)
WIS
22 (+6)
CHA
20 (+5)
Saving throws
CON +11, WIS +11, CHA +10
Resistances
necrotic
Immunities
poison; poisoned condition
Senses
darkvision 60 ft., passive Perception 16
Languages
Common, Celestial

Traits

Many-Handed Vigil. This creature cannot be surprised while conscious.

Actions

Multiattack. The effigy makes three Mourning Palm attacks.

Mourning Palm. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) necrotic damage.

Thousand-Handed Lament (Recharge 5–6). Up to three creatures within 60 feet make a DC 19 Wisdom saving throw. On a failure, a creature takes 27 (6d8) psychic damage and is restrained by spectral hands for up to 1 minute. On a success, it takes half damage and is not restrained. A restrained creature repeats the save at the end of each of its turns, ending the effect on a success. The restraint also ends if the effigy dies.

Bonus actions

Release the Grieving. The effigy ends the restraint on one creature affected by its Lament and regains 15 hit points.

Reactions

Interposing Hands. When hit by an attack it can see, before damage is applied, the effigy adds 3 to its AC against that attack, potentially causing it to miss.

Action timing reference

On its turn, a creature has one action and can use one listed bonus action. Multiattack is one action; it does not also grant a recharge action. A creature has one reaction, regained at the start of its turn. For Recharge 5–6, roll a d6 at the start of each of its turns after use; the ability returns on a 5 or 6. A creature cannot use reactions or legendary actions while incapacitated.

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