Death's Ambassador (5e Creature)

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Death's Ambassador[edit]

Medium humanoid ((any race)), lawful neutral


Armor Class 22 (natural armor)
Hit Points 152 (16d8 + 80)
Speed


STR DEX CON INT WIS CHA
24 (+7) 22 (+6) 20 (+5) 18 (+4) 20 (+5) 16 (+3)

Saving Throws Dex +13, Con +12, Wis +12, Cha +10
Skills Acrobatics +13, Arcana +11, Deception +10, History +11, Insight +19, Intimidation +10, Perception +19, Persuasion +10, Sleight of Hand +13, Stealth +20
Damage Resistances acid, poison, psychic
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons, necrotic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned
Senses passive Perception 25
Languages All languages, telepathy 60ft
Challenge 22 (41,000 XP)


Death's Eternal Life. If death's ambassador dies, they reappear 2d10 hours later in the Astral Plane with all their hit points.

Innate Spellcasting.

Lifesense. Death's ambassador knows the location of all creatures who are dead, undead, have died and been resurrected by magic, or currently have 0 hitpoints within 1 mile of death's ambassador.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.


LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

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