Undeparted (5e Creature)

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Undeparted[edit]

Huge undead, chaotic evil


Armor Class 18 (natural armor)
Hit Points 171 (18d12 + 54)
Speed 30 ft., fly 50 ft.


STR DEX CON INT WIS CHA
23 (+6) 22 (+6) 16 (+3) 15 (+2) 19 (+4) 3 (-4)

Saving Throws Str +12, Con +9, Int +8, Cha +2
Skills Perception +10
Damage Vulnerabilities necrotic, radiant
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 20
Languages understands Correspondence but can't speak, telepathy 30 ft.
Challenge 18 (20,000 XP)


Ontological Shadow. While in dim light or darkness, the undeparted is invisible and gains a +2 bonus to its AC.

Halved. While reduced to 0 hit points, the undeparted is stunned instead of falling unconscious and becomes stable at the start of each of its turns; after spending 1 hour with 0 hit points, it gains 9 (1d12 + 3) hit points.

Turn Resistance. The undeparted has advantage on saving throws against any effect that turns undead.

ACTIONS

Multiattack. The undeparted makes two attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.

Razor Wheel. Ranged Weapon Attack: +12 to hit, range 100/200 ft., one target. Hit: 33 (6d8 + 6) slashing damage. Hit or Miss: A 15-foot radius area around the target is magically engulfed in dim light until the start of the undeparted's next turn.

Wail of Negation. The undeparted emits a silent wave of force that resonates with its own dying and undying nature. Each creature within 60 feet of it must make a DC 18 Wisdom saving throw, taking 18 (4d6 + 4) necrotic plus 18 (4d6 + 4) radiant damage on a failed save or half as much damage on a successful one.

BONUS ACTIONS

Insubstantial Whispers. The undeparted whispers incoherently. Each creature within 30 feet of the undeparted that can hear it and understand a language must succeed on a DC 20 Intelligence saving throw or take 4 (1d8) psychic damage and become restrained until the end of its next turn. The undeparted can use this action even if it is incapacitated.


A massive carcass, black with rot and flensed of much of its soft tissue; the remaining substance is mottled with invisibility, patches of it fading, then returning, only to fade again. Gaunt, twisted figures with many-boned claw-fingers and torsos that end in dragging entrails and tatters of flesh, an undeparted exists in a state of not just half-death, but half-being, only seeming to be fully real while illuminated. Behind strands of twiglike hair, their face is studded with gems of many colors that glisten wetly, dark and sullen; the bone beneath the stones is warped, as if it had been broken, then the gems had been inserted and the skull left to heal, slowly, around them. Their skeletons are grotesquely distorted, contorted like a carefully-tended bonsai tree into a single sigil of the Correspondence: "Two Futures, Endlessly Circling."
The undeparted were once the road-builders and servants to one half of a pair of gods who governed distances and measures. After he was betrayed and assassinated, they were meant to have been put to death on their master's funeral pyre, but their master's twin turned to punishing the traitors and left the job half done. Now, the undeparted are neither alive nor dead.

Undead Nature. An undeparted doesn't require air, food, drink, or sleep.

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