DUMB DECISION TTRPG · Library

Foresworn

Medium undead, Lawful Good

Armor Class 18 ({@item plate armor|PHB})

Hit Points 82 (11d8 + 33)

Speed 30 ft.

STR 20 (+5)
DEX 14 (+2)
CON 17 (+3)
INT 12 (+1)
WIS 18 (+4)
CHA 10 (+0)

Saving Throws STR +8, WIS +7

Damage Resistances necrotic, [object Object]

Damage Immunities poison

Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 14

Languages the languages it knew in life

Challenge 6

Duty-Bound. The foresworn is bound to enacting a singular duty it pledged itself to in life. While this duty is incomplete, whenever the foresworn is destroyed, it re-forms at its previous location after 3 (1d6) days, with all its hit points restored.

Incorporeal Movement. The foresworn 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.

Unusual Nature. The foresworn doesn't require air, food, drink, or sleep.

Actions

Multiattack. The foresworn makes three Spectral Polearm attacks.

Spectral Polearm. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) force damage.

Bonus Actions

Phantasmic Battalion (Recharge 5–6). The foresworn summons a battalion of ghostly soldiers to its aid. The ghostly soldiers fill a 10-foot-cube centered on the foresworn, move with the foresworn when the foresworn moves, and last until the start of the foresworn's next turn. While the ghostly soldiers are present, the area they occupy is considered difficult terrain for all creatures except the foresworn, and the foresworn's reach for melee weapon attacks increases by 10 feet.

Source

MCV2DC, p. 7