Immortal Master

Medium humanoid, neutral

Armor Class 24 (natural armor)
Hit Points 306 (36d8 + 144)
Speed 60 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Str +10, Dex +11, Con +10, Wis +9, Cha +10
Skills Athletics +16, Deception +16, Insight +15, Intimidation +16, Medicine +15, Nature +13, Perception +15, Persuasion +16, Stealth +17, Survival +15
Damage Immunities cold, fire, lightning, poison, thunder
Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, intoxicated, paralyzed, petrified
Senses blindsight 60 ft., passive Perception 25
Languages Understands and speaks all languages
Challenge 20 (25000 XP)

SPECIAL TRAITS

  • Flawless Climb. An immortal master can move up, down, and across vertical surfaces and upside-down along ceilings while leaving its hands free.
  • Flawless Leap. As a move action, the immortal master can effortlessly leap a 30-foot distance, passing over any obstacles of foes that are under 20 feet tall. This move does not trigger attacks of opportunity. The master can land facing in any direction it chooses.
  • Immortality. Immortal masters cannot die of natural causes. They do not need to eat or drink. If an immortal master is killed, it immediately reincarnates, its abilities manifesting in the most accomplished practitioner of its given martial arts style that has achieved monk level 20. If no such individual exists, the master does not reincarnate until a practitioner of its style reaches level 20.
  • Style Vulnerability. An immortal master takes normal damage from attacks by practitioners of its own martial arts style.
  • Masters of the Five Schools. Each master stands at the pinnacle of one of the five martial arts styles. Each of these styles grants the master a different ability, as described below. Other styles exist, and it is believed that many of these have their own immortal masters as well.
  • Tiger: If the immortal tiger master hits a foe with one or more of its Immortal Blows in a round, it may impose one of the following conditions:
    • The foe must succeed on a DC 19 Dexterity saving throw or be knocked prone.
    • It must take an additional 9 (2d8) points of slashing damage for each hit.
    • It loses 1d6 hit points at the start of each of its turns from bleeding until a creature uses an action to make a DC 10 Wisdom (Healing) check to bandage it or healing magic is applied. This bleeding damage can’t be imposed on a target that is already bleeding.
  • Snake: The immortal snake master’s Immortal Blows inflict poison damage in addition to the other types, and any creature struck by it must make a DC 19 Constitution saving throw or be poisoned for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Crane: The immortal crane master maintains its martial arts stance at all times, gaining a +2 bonus to Armor Class, armed and unarmed attacks, and a +4 bonus to saving throws and damage.
  • Wolf: If the immortal wolf master hits a foe with one or more of its Immortal Blow attacks in a round, it can impose one of the following conditions:
    • The foe must succeed on a DC 19 Dexterity saving throw or be knocked prone.
    • It must take an additional 9 (2d8) points of piercing damage for each hit.
    • It must succeed on a DC 19 Wisdom saving throw or be frightened for one 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 this effect for the next 24 hours.
  • Dragon: The immortal dragon master’s Immortal Blow attacks cause 21 (3d10 + 5) force damage plus 16 (3d10) cold, fire, thunder or lightning, its flawless leap distance is 60 feet at a height of 30 feet, and saving throws against its Immortal Aura are at DC 21.

ACTIONS

  • Multiattack. The immortal master can use its Immortal Aura and make three Immortal Blow attacks.
  • Immortal Blow. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) force damage plus 11 (2d10) cold, fire, thunder or lightning damage.
  • Immortal Aura. Each creature of the immortal master’s choice that is within 60 feet of the immortal master and aware of it must succeed on a DC 19 Wisdom saving throw or become stunned for one minute. A stunned 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 the immortal master’s aura for the next 24 hours.

LEGENDARY ACTIONS

The immortal master can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The immortal master regains spent legendary actions at the start of its turn.

  • Attack. The immortal master makes an Immortal Blow attack.
  • Intimidate. The immortal master can make a Charisma (Intimidation) check.
  • Leap. The immortal master can make a Flawless Leap.
  • Shockwave (costs 2 actions). The immortal master strikes the ground with its fist, requiring each creature within 20 feet to succeed on a DC 19 Dexterity saving throw or take 11 (2d6 + 5) bludgeoning damage and be knocked prone.

ABOUT

Immortal masters are the paragons of their specialized fighting styles, which mirror the natural movements and fighting styles of five animals: the tiger, crane, serpent, wolf, and dragon. Real expertise in these styles takes a lifetime, but true mastery takes even longer. Legend holds that the continued practice of a style to the exclusion of all other worldly activities can extend one’s lifetime and enhance all aspects of spiritual, mental and physical health. Those who reach the pinnacle of development are known as immortal masters, and only one can exist for each of the five styles. These individuals are believed to be perfect, deathless entities who have moved beyond most human needs, including the need to eat and drink. In addition to transcending human needs and emotions, immortal masters have so fully embraced the ways of their chosen style that their movements, mannerisms and appearance emulate their tradition’s animals: the wolf master is rough and wild-looking; the crane master is slender and elegant; the tiger master is powerfully built and fierce; the snake master is graceful and sinuous; and the dragon master is aloof, with a preternatural confidence and barely restrained elemental energy. Immortal masters find it very difficult to relate to others, even members of their own martial arts traditions. They generally live apart from the rest of the world, training only a handful of specially selected students, meeting with outsiders for consultation and guidance only rarely and shunning most aspects of ordinary existence.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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