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Death Will Not be Cheated and It Cannot be Escaped:

Death, The Ever This creature is the incarnation of Death, straight up, and
pursues any creature that it feels does not value their life or
Approaching has somehow escaped death in the past (i.e. revivify).
Medium Humanoid (Wolfkin), Lawful Neutral Death may be persuaded to allow a target to live if the target's
perspective on life has changed or they intend to make
meaningful use of the life they have been granted, but Death
Armor Class 22 (Natural Armor)
Hit Points 200 (20d8 +100)
will inevitably return again someday to take them away
Speed 40 ft.
forever.

STR DEX CON INT WIS CHA


24 (+7) 20 (+5) 24 (+7) 10 (+0) 18 (+4) 16 (+3)

Saving Throws: INT +6, WIS +10, CHA +9


Skills: Perception +10; Stealth +7
Damage Vulnerabilities: Radiant
Damage Immunities: Necrotic, Psychic
Damage Resistances: Cold, Fire, Bludgeoning,
Piercing, and Slashing from nonmagical weapon.
Condition Immunities: Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses: Dark Vision 60 ft. , Passive Perception 12
Languages: Common
Challenge: 18 (20000 XP)

Legendary Resistance (3/day). If Death fails a saving


throw, it can choose to succeed instead.
Keen Sight and Smell. Death has advantage on
Wisdom (Perception) checks that rely on sight or
smell.
Magic Resistance. Death has advantage on saving
throws against spells and other magical effects.
Parry. Death can use its reaction to reduce damage it
would take from a weapon attack by an amount
equal to 5 (1d6 +2) + its Dexterity modifier
(minimum of 1).

Actions
Multiattack. Death makes two attacks with its
sickles.
Sickle. Melee Weapon Attack: +14 to hit, reach 5 ft.,
one target. Hit: 18 (2d8 + 7) slashing damage.
Death's Whistle. Each creature within 60 feet of
Death that can hear it must succeed on a DC 16
Wisdom saving throw or be frightened for 1 minute.
If the save fails by 5 or more, the target also takes
22 (2d8+5) psychic damage. A frightened target
can repeat the saving throw at the end of each of its
turns, ending the frightened condition on itself on a
success. The affected Creature is then immune to
this ability for 24 hours.
Disengage. By taking the Disengage Action, Death's
movement doesn't provoke opportunity Attacks for
the rest of the turn.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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