Regeneration. The overseer regains 10 hit points at the start of its turn. If the overseer takes fire or radiant damage, this trait doesn’t function at the start of the overseer's next turn. The overseer's body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Rejuvenation. When the overseer's body is destroyed, its soul lingers. After 12 hours, the overseer's body materializes at the place of its original death and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Turn Immunity. The overseer is immune to effects that turn undead.
Vigil Eternal. The overseer knows the distance to and direction of any creature or place which it is bound to guard, even if the target and the overseer are on different planes of existence. If the target being guarded by the overseer is a creature, and it dies, the overseer knows.
Vengeful Adaptation. When the overseer's body is destroyed, the overseer learns one ability of any creature it has fought within an hour before its defeat.
Legendary Resistance (3/Day). If the overseer fails a saving throw, it can choose to succeed instead.
Multiattack. The overseer makes three melee attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Instead of dealing damage, the overseer can grapple the target (escape DC 14) provided the target is Large or smaller.
Vengeful Glare (Recharge 5-6). The overseer targets one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the overseer deals damage to it, or until the end of the overseer's next turn. When the paralysis ends, the target is frightened of the overseer for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the overseer, ending the frightened condition on itself on a success.
Damnation (Recharge 6). The overseer unleashes cursed energy in a 10-foot radius. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a succesful one.
Parry. The overseer adds 3 to its AC against one melee attack that would hit it. To do so, the overseer must see the attacker.
Disarming Parry (Recharge 5-6). The overseer lowers the damage of an attack that would hit it by 2d10. If this lowers the attacks damage to 0, the overseers disarms the target of the weapon used to attack it, and may throw it to any point within a 20 feet radius around the overseer.
Uncanny Dodge. When a creature the overseer can see hits it with an attack, it can use its reaction to halve the damage.
The overseer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The overseer regains spent legendary actions at the start of its turn.
Detect. The overseer makes a Wisdom (Perception) check.
Shadow Strike (Costs 2 actions). Briefly surrounded by shadows, the overseer teleports up to 30 feet to an unoccupied space it can see and makes one melee attack.
Attack. The overseer makes one melee attack.
Call the Damned (Recharge 5-6). The overseer calls forth the souls of his vistims to assist him in battle. 1d4 Damned appear anywhere within 30 feet of the overseer. The Damned use the zombie stat block.
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