Part 4 · Monsters & Creatures
The Immortal
The old martyr remembered leading his companions straight to their deaths. But for many years now, he hasn’t been able to remember why… Even in Camavor’s ancient armies, there were individuals responsible for directing and maintaining the morale of their troops. When the Ruination struck the soldiers under Hecarim’s command as he followed King Viego, these individuals were transformed into undead who repeat a corrupted version of their original role, rallying already-fallen armies while growing stronger with every fallen spirit around them.
Alone, the Immortal is a formidable enemy, but its true strength shows when it’s accompanied by other lesser undead, controlling groups of fallen soldiers almost as extensions of itself.
Immortal Statblock
The Immortal
Undead - Humanoid, Medium
- Senses
- Darkvision 60 feet, Passive Perception 13
- Speed
- 30 feet
- Skills
- Intimidation +2, Insight +5
- Languages
- Ochnun
Defenses
Saving Throws: Constitution +2.
Damage vulnerability. Radiant damage and Physical damage from weapons coated with or made of silver
Damage resistance. Psychic, simple Physical, and Necrotic damage.
Damage immunity. Poison damage.
Condition immunity. Bleeding and Exhaustion.
Characteristics
Descycle. When reduced to 0 hit points, the Immortal must make a Constitution check with a DC equal to 10 or half the damage taken, whichever is higher. On a success, the Immortal returns to 1 hit point; on a failure, it returns to its plane or place of origin.
This effect isn't triggered if it's destroyed as a result of sources that directly interact with the destruction of undead, such as the Spiritual Rite Acolyte's "Liturgy: Destroy Undead."
Empowerment. Whenever any creature is reduced to 0 hit points or dies within 30 feet of the Immortal, it gains 1 Soul token.
Empower Attack. The Immortal can spend its Soul tokens to increase the damage of its attacks by 1 die for every 7 Soul tokens spent.
Empower Effect. When the Immortal uses an ability, it can choose to spend a number of Soul tokens as part of the activation action to enhance the effect based on the amount spent:
Spending 5 tokens increases the effect's duration by 1 additional turn.
Spending 15 tokens increases the effect's duration to 1 minute.
Spending 30 tokens increases the effect's duration to 10 minutes.
Spending 100 tokens makes the effect last for as long as the Immortal wishes (the effect ends if the Immortal is reduced to 0 hit points).
Mist Wraith. This undead is native to the Black Mist and is positively affected by it.
Object Manipulation. The Immortal is able to carry and wield equipment and can add its proficiency bonus to attack rolls made with that equipment.
Attacks
Ethereal Flame. Ranged Magic Attack, +5 to hit, 30 ft. range, one target. On a hit, deals 12 (2d8+3) Fire damage + 9 (2d8) Necrotic damage.
Spectral Chain. Melee Weapon Attack, +3 to hit, 20 ft. reach, one target. On a hit, deals 4 (1d6+1) Bludgeoning damage. Additionally, if the target is a Large or smaller creature, the Immortal can attempt to bind it with its chains, forcing the target to make a DC 11 Strength or Dexterity saving throw. On a failure, the target becomes Grappled, and the Immortal can't use its chains to attack other targets.
Chain Squeeze. While a target is bound in its chains, the Immortal can tighten the chains around the captured target, forcing it to make a DC 10 Strength or Constitution saving throw. On a failure, the target takes 4 (1d6+1) Bludgeoning damage.
Spectral Pennant (recharge 5-6). The Immortal emits a flame from the torch it carries, granting allies within a 15-foot radius of the Immortal +1 AC and +3 DR against simple physical damage until the start of the Immortal's next turn.
Rally Ally. The Immortal issues a command to an ally that can hear it within 30 feet of the Immortal; that ally can use a reaction to take an action, based on the type of call issued by the Immortal among the options below:
Alert Command: The ally uses the Dodge action.
Attack Command: The ally makes an attack against a creature within its attack's range.
Flee Command: The ally uses the Disengage action and uses up to half its movement to move away from a creature within 5 feet of it.
Epic Actions
The Immortal has 2 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Immortal's turn, the number of charges returns to 2
The Immortal can take an action and restore its reaction (if spent)
The Immortal can spend all or the rest of its movement
The Immortal can repeat a saving throw against an effect affecting it
Cost. When the Immortal repeats its saving throw this way, it loses 4 hit points.
Equipment and Loot
The Immortal has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items below:
Chained Armor (Uncommon). This partial plate armor has chains fastened to its shoulder guards, which can be used as the Spiked Chain weapon, but dealing Bludgeoning damage instead of Piercing.
Metal Torch (Common). A torch made of metal, which can be filled with oil, pyrofluid, or another similar liquid and burn for an amount of time based on the material used, and can be reused
Runes
Runic Pulse: Pearl Pulse (Up to 1 target creature gains 3 temporary hit points, +2 on attack rolls, and +2 on Damage)
Runes: Pack Leader, 1 use.
