Medium undead, chaotic evil

Armor Class 15
Hit Points 110 (20d8 + 20)
Speed 0 ft., fly 60 ft. (hover)

8 (-1) 20 (+5) 12 (+1) 10 (+0) 18 (+4) 21 (+5)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages any languages it knew in life
Challenge 12 (8,400 XP)
Proficiency Bonus +4


  • Armorsense. The unarmored can magically detect armor and similar protective equipment within 60 feet. It knows the armor’s general direction but not its exact location.
  • Ethereal Sight. The unarmored can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Incorporeal Movement. The unarmored can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Undead Nature. The unarmored doesn’t require air, food, drink, or sleep.


  • Multiattack. The unarmored uses Transport Armor. It then attacks twice with its spectral hand.
  • Spectral Hand. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) necrotic damage.
  • Transport Armor. Pointing a finger and issuing a silent scream, the unarmored targets a creature wearing armor within 30 feet. The unarmored attempts to magically sever the target’s connection to its armor and whisk the armor to the Ethereal Plane. The target must make a DC 17 Charisma saving throw. On a failure, the creature’s armor fades away and is transported to the Ethereal Plane. The armor is instantly unequipped and becomes invisible and untouchable to creatures on the Material Plane. At the end of the unarmored’s next turn, the armor rematerializes in the unoccupied space nearest to where it was last worn.


  • Deny Shield. When a creature using a shield within 30 feet of the unarmored is missed by an attack, the unarmored magically wills the creature’s shield to momentarily dematerialize. The creature loses the shield’s AC benefit against the triggering attack, possibly causing the attack to hit. To do so, the unarmored must be able to see the creature.


Adventurers who know that they might run up against an unarmored do well to prepare an etherealness spell or other means of quickly going back and forth between the Material and Ethereal Planes. Doing so allows victims of the unarmored’s armor teleporting powers to quickly retrieve their equipment. Such preparations can dramatically stymie-and enrage-an unarmored.

Few things frustrate adventurers more than when essential gear goes missing, and this is doubly true for warriors and their precious armor. When a fighter spends their final moments lamenting their fate-believing they would have survived if only they had been wearing better armor-the individual’s anger, despair, and obsession can cause their spirit to rise as an unarmored.

Anchored to the location of their demise and unable to move on from their grim fate, unarmored desire only two things: to acquire the perfect suit of armor and to inflict their tragedy upon others. They bear great hatred for anyone wearing particularly spectacular gear. To ensure such well-equipped individuals suffer the same loss as it, an unarmored spirits away its victim’s armor to the Ethereal Plane before mercilessly striking down the suddenly unprotected warrior.

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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