Anabast (5e Creature)
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Medium undead, neutral evil
Saving Throws Constitution +12, Wisdom +11, Charisma +12
Legendary Resistance (1/Day). If the anabast fails a saving throw, it can choose to succeed instead.
Amorphous. The anabast can move through a space as narrow as 1 inch wide without squeezing.
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.
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 much instead.
Relentless Tracker. The anabast knows the distance to and direction of any creature(s) it has been tasked to hunt, even if the creature and the anabast are on different planes of existence. If any creature(s) being tracked by the anabast dies, the anabast knows.
Multiattack. The anabast uses Judgement (if there is a suitable target), 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 can see within 30 feet of it and which is a creature it has been tasked to hunt. 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.
Incorporeal. The anabast adds its proficiency modifier to its AC against one melee attack that would hit it. To do so, the anabast must see the attacker.
The 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.
Move The anabast moves up to its speed without provoking opportunity attacks.
Howl From Beyond (Costs 3 Actions). The anabast emits a piercing shriek, provided it isn't in sunlight. This shriek has no effect on undead or constructs. All other creatures within 30 feet of it that can hear it must make a DC 17 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 18 (4d8) psychic damage.
Listen. Understand. That anabast is out there. It can't be reasoned with, it can't be bargained with...it doesn't feel pity of remorse or fear...and it absolutely will not stop. Ever. Until you are dead.
The anabast is a wraith specifically created to hunt down and destroy the necromancer's enemies. The anabast is given a target or set of targets (up to 6), which it will hunt down one by one and destroy, if it can. Once all of its targets are destroyed, it ceases to exist.