The Heathers: three malevolent beings with their power almost entirely based in words. How could I resist? So your players aren’t fighting literal high schoolers, the Heathers have been reskinned with thematic abilities and resistances. To capture the concept of ghost-Heather, all the Heathers are incorporeal entities, but do not count as undead. Are you players gonna have a problem? Because the Heathers have a bone to pick.

Heather Chandler

Medium aberration, lawful evil

AC: 17

HP: 300 (25d10+60)

Speed: Fly 50 ft.

STR 11 (0) DEX 13 (+1) CON 14 (+2) INT 18 (+4) WIS 16 (+3) CHA 23 (+6)

Saving Throws: DEX +6, INT +9, CHA +11

Skills: Deception +11, Intimidation +11, Perception +8, Persuasion +11

Senses: darkvision 60 ft., passive perception 18

Languages: Common

Challenge: 15 (13,000 XP)



Incorporeal, Not Undead: does not take attacks of opportunity

Resistances (damage): poison, acid

Immunities (damage): bludgeon, slashing, or piercing from nonmagical

or unsilvered weapons

Innate Spellcasting: Heather uses her Charisma (spell save DC 19). She does

not need components to cast.

3/day each: crown of madness, hex

Actions:

Multiattack: Heather makes 1 corrupting touch attack and 1 dissonant whisper.

Corrupting Touch: +11 to hit, 5 ft, one target, 4d6+6 necrotic damage.

Dissonant Whispers: 60 ft, one target, DC 19 Wis. Heather whispers a horrible

insult, laced with offensive magic. On a failure, the target takes 5d6 psychic

damage and uses its reaction to move its full speed away from the caster. On a

success, the target takes half damage and does not move away. Deafened

creatures automatically succeed.

Reactions:

Cutting Words: roll 1d12 and subtract the result from a check or attack roll

that a creature she can see is making.

Heather Duke

Medium aberration, lawful evil

AC: 16

HP: 250 (20d10+60)

Speed: Fly 50 ft.

STR 12 (+1) DEX 13 (+1) CON 14 (+2) INT 18 (+4) WIS 19 (+4) CHA 18 (+4)

Saving Throws: DEX +6, WIS +9, CHA +11

Skills: Deception +9, Intimidation +9, Perception +9, Persuasion +9

Senses: darkvision 60 ft., passive perception 19

Languages: Common

Challenge: 13 (10,000 XP)



Incorporeal, Not Undead: does not take attacks of opportunity

Immunities (damage): bludgeon, slashing, or piercing from nonmagical

or unsilvered weapons

Innate Spellcasting: Heather uses her Charisma (spell save DC 17). She does

not need components to cast.

3/day each: crown of madness, hex

Actions:

Multiattack: Heather makes 1 corrupting touch attack and 1 dissonant whisper.

Corrupting Touch: +9 to hit, 5 ft, one target, 4d6+4 necrotic damage.

Dissonant Whispers: 60 ft, one target, DC 17 Wis. Heather whispers a horrible

insult, laced with offensive magic. On a failure, the target takes 5d6 psychic

damage and uses its reaction to move its full speed away from the caster. On a

success, the target takes half damage and does not move away. Deafened

creatures automatically succeed.

Reactions:

Cutting Words: roll 1d12 and subtract the result from a check or attack roll

that a creature she can see is making.

Heather MacNamara

Medium aberration, lawful evil

AC: 16

HP: 250 (20d10+60)

Speed: Fly 50 ft.

STR 14 (+2) DEX 19 (+4) CON 16 (+3) INT 10 (0) WIS 16 (+2) CHA 21 (+5)

Saving Throws: DEX +9, CON +8, CHA +10

Skills: Deception +10, Intimidation +10, Perception +7, Persuasion +10

Senses: darkvision 60 ft., passive perception 17

Languages: Common

Challenge: 13 (10,000 XP)



Incorporeal, Not Undead: does not take attacks of opportunity

Resistances (damage): poison

Immunities (damage): bludgeon, slashing, or piercing from nonmagical

or unsilvered weapons

Innate Spellcasting: Heather uses her Charisma (spell save DC 18). She does

not need components to cast.

3/day each: crown of madness, hex

Actions:

Multiattack: Heather makes 1 corrupting touch attack and 1 dissonant whisper.

Corrupting Touch: +10 to hit, 5 ft, one target, 4d6+5 necrotic damage.

Dissonant Whispers: 60 ft, one target, DC 18 Wis. Heather whispers a horrible

insult, laced with offensive magic. On a failure, the target takes 5d6 psychic

damage and uses its reaction to move its full speed away from the caster. On a

success, the target takes half damage and does not move away. Deafened

creatures automatically succeed.

Reactions:

Cutting Words: roll 1d12 and subtract the result from a check or attack roll

that a creature she can see is making.

Art by @beefiestjake