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The donkey lady is a vengeful spirit that has taken the form of a human woman with the face and hooves of a donkey. The spirit is said to haunt bridges built in the middle of swamps and forests, appearing before travelers foolish enough to attempt a late night crossing.
Mad Rampage. Where other spirits and specters prefer to stalk their victims and prey on their fears, the donkey lady strikes with sudden ferocity. Whenever somebody enters her domain, the first thing they will notice is the distant sound of a pained mule. This is shortly followed by the sight of a disfigured woman, typically at the far end of the bridge the victim is traversing.
Once the donkey woman makes her presence known, she will stop at nothing to see the intruder dead, preferably by bludgeoning them to death with her hooved hands. Those who attempt to flee on foot will quickly find themselves run down thanks to the creature’s inhuman speed.
Cursed Existence. It is said the donkey lady was once a commoner who suffered a gruesome death after being trapped inside a burning barn. Her soul was fused with that of the donkey that was inside the barn at the time, an experience so traumatic that the woman rose again as a ghost driven mad.
Undead Nature. The donkey lady doesn’t require air, food, drink, or sleep.
Donkey Lady
Medium undead, chaotic evil
Armor Class 12 (armor type)
Hit Points 58 (13d8)
Speed 45 ft., fly 45 ft. (hover)
STR 14 (+2) DEX 14 (+1) CON 10 (+0) INT 10 (+0) WIS 12 (+1) CHA 16 (+3)
Skills Athletics +4
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 11
Languages Understands Common but can’t speak
Challenge 4 (1,100 XP) Proficiency Bonus +2
Charge. If the donkey lady moves at least 20 feet straight toward a target and then hits it with a hoof attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Incorporeal Movement. The donkey lady can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
ACTIONS
Horrifying Visage. Each creature within 60 feet of the donkey lady that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the donkey lady is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the donkey lady’s Horrifying Visage for the next 24 hours.
Spectral Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 10 (3d6) necrotic damage.
Baleful Bray (Recharge 5-6). The donkey lady releases a horrible shriek. All creatures within 30 feet of her that can hear her must make a DC 13 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage. On a success, a creature takes half damage.