Anabast (5e Creature)
Anabast[edit]
Medium undead, neutral evil Armor Class 17 (natural armor)
Saving Throws Con +11, Wis +10, Cha +10 Legendary Resistance (1/Day). If the anabast fails a saving throw, it can choose to succeed instead. Incorporeal Movement. The anabast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the anabast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Regeneration. The anabast regains 20 hit points at the start of its turn. If the anabast takes radiant damage or starts its turn in sunlight, this trait doesn't function at the start of the anabast's next turn. The anabast is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Turn Immunity. The anabast is immune to effects that turn undead. Negative Energy Aura. When a living creature within 120 feet of the anabast would regain hit points, it regains half as many instead. Relentless Tracker. The anabast knows the distance to and direction of any creature it has been tasked to hunt, even if the creature and the anabast are on different planes of existence. If any creature being tracked by the anabast dies, the anabast knows. ACTIONSMultiattack. The anabast uses its Judgement if there is a suitable target. It then makes two Life Drain attacks. Life Drain. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 45 (10d8) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Judgement. The anabast targets one creature it has been tasked to hunt that it can see within 30 feet of it. The target must make a DC 19 Wisdom saving throw. On a failure, the target is paralyzed until the anabast deals damage to it, or until the end of the anabast's next turn. When the paralysis ends, the target is frightened of the anabast for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the anabast, ending the frightened condition on itself on a success. REACTIONSIncorporeal. The anabast adds 6 to its AC against one melee attack that would hit it. To do so, the anabast must see the attacker. LEGENDARY ACTIONSThe anabast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anabast regains spent legendary actions at the start of its turn. Life Drain. The anabast uses its Life Drain. |
The anabast is a wraith specifically created to hunt down and destroy their master necromancer's enemies. The anabast is given a target or set of targets (up to six usually), which it will hunt down one by one and destroy, if it can. Once all of its targets are destroyed, it ceases to exist. They say it is an even better hunter than a revenant. Others theorize them to be the form that a revenant's soul takes whilst its body is destroyed. High-level necromancers employ them in droves to commit mass murder. They are optimal assassins, though not always the quietest. Their howl is a well-known modus operandi. They appear as dark and shadowy figures with the power to drain life force like shadows. Like a typical creature made of darkness, it shirks the light, but that means little in the face of its hunting duties. Undead Nature. An anabast doesn't require air, food, drink, or sleep. |
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