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The Eternal Dead
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__NOTOC__Back to [[Maltherion]] The "Eternal Dead" are a unique creation of Maltherion, designed to embody his vision of perfect undeath. Unlike typical undead, the Eternal Dead exist in a state between life and death, constantly regenerating themselves using fragments of the Weave's energy. This process grants them abilities beyond standard undead, and their regenerative properties make them terrifying opponents. While these beings are bound to Maltherion's will, they retain a degree of autonomy, making them ideal agents for his plans. ===Eternal Dead (CR 9 Undead)=== Medium undead, neutral evil<br> Armor Class: 17 (natural armor)<br> Hit Points: 150 (20d8 + 60)<br> Speed: 30 ft.<br> STR | 18 (+4) DEX | 14 (+2) CON | 20 (+5) INT | 12 (+1) WIS | 10 (+0) CHA | 16 (+3)<br> Saving Throws: CON +9, WIS +4<br> Damage Resistances: Necrotic, Poison, Cold<br> Damage Vulnerabilities: Radiant<br> Condition Immunities: Charmed, Exhaustion, Poisoned, Frightened<br> Senses: Darkvision 60 ft., passive Perception 10<br> Languages: Common, Infernal<br> Challenge Rating: 9 (5,000 XP) ===Traits=== '''Regeneration.''' The Eternal Dead regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Eternal Dead is hit by radiant damage, this ability doesn’t function at the start of its next turn. '''Undeath’s Gift.''' The Eternal Dead cannot be permanently killed unless its body is destroyed by radiant energy or by powerful divine magic. Otherwise, it can reconstitute its form over 1d6 days. '''Soul Weave Drain.''' The Eternal Dead can drain fragments of the Weave to regenerate. As a bonus action, it can force one creature within 30 feet to make a DC 16 Constitution saving throw. On a failed save, the target takes 4d6 necrotic damage and the Eternal Dead regains hit points equal to half the damage dealt. '''Undeath Resilience.''' The Eternal Dead has advantage on saving throws against spells and magical effects. '''Unholy Presence.''' Any creature that starts its turn within 10 feet of the Eternal Dead must make a DC 16 Wisdom saving throw or be frightened until the start of their next turn. ===Actions=== '''Multiattack.''' The Eternal Dead makes two attacks: one with its claws and one with its necrotic blast. '''Claws.''' Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) slashing damage plus 9 (2d8) necrotic damage. '''Necrotic Blast.''' Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 22 (4d8 + 3) necrotic damage. '''Weave Entanglement (Recharge 5–6).''' The Eternal Dead attempts to draw upon the Weave to ensnare nearby creatures. Each creature of the Eternal Dead’s choice within 30 feet must make a DC 16 Dexterity saving throw or be restrained by spectral tendrils of energy for 1 minute. A restrained creature can use its action to make a DC 16 Strength check, ending the effect on itself on a success. ===Eternal Dead Lore=== The Eternal Dead are incredibly resilient and fearsome beings. Created by Maltherion to be the perfect form of undeath, they can regenerate from most damage and are virtually impossible to destroy without the use of radiant energy. These creatures are neither fully alive nor truly dead and exist in a liminal state that defies the natural order of life and death. Their regenerative abilities draw directly on the Weave itself, weakening the flow of magic and life wherever they go. They are Maltherion's elite warriors, used to break apart the Weave's natural cycle as part of Durnstang's grand plan.
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