Fourth Harbinger: Death

Medium undead, neutral evil

Armor Class 19 (natural armor)
Hit Points 225 (30d8+90)
Speed 30 ft., fly 40 ft. (hover), mounted 60 ft. (fly 90 ft.)

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 17 (+3) 15 (+2) 25 (+7)

Saving Throws Con +10, Int +10, Wis +9
Skills History +17, Insight +9, Perception +9, Religion +17
Damage Resistances cold, psychic; bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 19
Languages all
Challenge 23 (50,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. Death’s innate spellcasting ability is Charisma (spell save DC 22). Death can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If Death fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. Death has advantage on saving throws made against spells and other magical effects.
  • Nightmares. Death can use a bonus action to summon a nightmare that is under its control.
  • Turn Resistance. Death has advantage on saving throws against any effect that turns undead.
  • Undead Fortitude. If damage reduces Death to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken. On a success, Death drops to 1 hit point instead.

ACTIONS

  • Multiattack. Death uses its Frightful Presence and attacks three times.
  • Reap. Melee Spell Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) magical slashing damage plus 28 (8d6) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
  • Rip Life. Ranged Spell Attack: +14 to hit, range 100/200 ft., one living creature. Hit: 25 (4d8+7) psychic damage plus 27 (6d8) necrotic damage.
  • Animate Servants (Recharge 6). Death conjures 1d4 vampires or a mummy lord each in an unoccupied square within 30 feet.
  • Frightful Presence. Each creature of Death’s choice that is within 60 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Death’s Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

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

  • Death Ripple. Lifeless energies radiate from Death in a 60-foot radius. Until the end of Death’s next turn, creatures within the area cannot regain hit points.
  • Reaper (Costs 2 Actions). Death makes an attack.
  • Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Death must make a DC 22 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failure by 5 or more, a creature’s hit point maximum is reduced by an amount equal to the necrotic taken. The creature dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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