Lost Savior

Medium undead, lawful evil

Armor Class 17 (half plate)
Hit Points 195 (23d8 + 92)
Speed 30 ft.

21 (+5) 18 (+4) 19 (+4) 14 (+2) 16 (+3) 21 (+5)

Saving Throws Con +8, Wis +7
Skills Deception +9, History +6, Intimidation +9, Perception +7
Damage Immunities necrotic, poison
Condition Immunities exhaustion, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages the languages it knew in life
Challenge 11 (7,200 XP)
Proficiency Bonus +4


  • Ancient Reminiscence. Appealing to a lost savior’s heroic past can temporarily weaken its defenses as it realizes the horror of what it has become. A creature that the savior can hear and understand can spend an action to attempt a DC 17 Charisma (Deception, Intimidation, or Persuasion) check to remind a lost savior of its forgotten past. On a success, the savior is stunned until the end of its next turn and is then immune to Ancient Reminiscence for 24 hours.
  • Innate Spellcasting. The savior’s innate spellcasting ability is Charisma (spell save DC 17). The savior can innately cast the following spells, requiring no components:
  • Undead Nature. The lost savior doesn’t require air, food, drink, or sleep.


  • Multiattack. The savior makes three greatsword attacks.
  • Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  • Heroic Rally (Recharges after a Short or Long Rest). The savior utters a special command to creatures of the savior’s choice within 60 feet of it that can hear and understand it. For 1 minute, whenever the savior or an affected creature makes an attack roll or damage roll, the creature can add a d4 to its roll. A creature can benefit from only one Heroic Rally die at a time. This effect ends if the savior is incapacitated.
  • Shocking Revelation. If the savior is under the effects of its disguise self or seeming spell, it ends the spell to reveal its horrible true form. Each creature within 100 feet that can see the savior must succeed on a DC 17 Wisdom saving throw or be 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.


Living proofs made of unusual materials such as vellum, stone tablets, or even chalkboards are not unknown. Such specimens typically have different resistances and weaknesses depending on the material they are made of.

In the last desperate days of a civilization, even heroes can fall. The ancient manipulators of humankind, known as aboleths, took advantage of this discord to create so-called “lost saviors.” These undead are perversions of former heroes who foolishly attempted to negotiate a covenant with the dread aboleths-the outcome of a truly desperate bargain made in the hopes of salvation for the hero’s people. Aboleths are nothing if not treacherous, and the deal resulted only in the defiling and dishonor of so many former champions.

Lost saviors wander storm-torn coastlines and remote hinterlands in a haze, unsure of their mission but compelled to sow sorrow all the same. They sometimes travel with other intelligent undead or, occasionally, weak aboleth agents. Under the guise of their former selves, lost saviors might look like heroic figures from folklore or simply glorious and righteous fighters. This makes it all the more painful and horrifying for onlookers when the lost savior reveals its true form. The revelation is invariably followed by a merciless onslaught.

When a lost savior infiltrates a society, it can rile the populace into a chaotic frenzy under the banner of its false guise. Using powerful illusions and enchantments, a lost savior insurrectionist can bend an entire settlement or even nation to its unknowable masters’ will before revealing its true monstrous allegiance. By this point, it is too late for the community to do anything but quake in fear.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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