Regeneration. The undying regains 20 hit points at the start of its turn. If the undying takes fire or radiant damage, this trait doesn’t function at the start of the undying's next turn. The undying's body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Rejuvenation. When the undying's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence 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 undying is immune to effects that turn undead.
Detect Life. The undying knows the distance to and direction of any living creature on the same plane of existence as it.
Multiattack. The undying uses vengeful glare if available, then makes two fist attacks, and uses consume life.
Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. Instead of dealing damage, the undying can grapple the target (escape DC 20) provided the target is Huge or smaller.
Consume Life. The undying steals life from a creature it can see within 30 feet of it. The target makes a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The undying regains hit points equal to the amount of necrotic damage dealt. After regaining hit points from this action, the undying gains the following benefits for 7 days: its walking speed increases to 60 feet, and it gains a flying speed equal to its walking speed and can hover.
A Humanoid that dies within 1 minute of having its life consumed immediately rises as a revenant. The revenant has vengeance sworn on all living creatures, and its rejuvenation cycle cannot be broken until the undying's soul remains in the afterlife for more than 7 days. If this revenant slays a Humanoid, the revenant transforms into an undying revenant 5 days later.
Vengeful Glare (Recharge 4-6). The undying targets one creature it can see within 30 feet of it. The target must make a DC 17 Wisdom saving throw. On a failure, the target is paralyzed until the undying deals damage to it, or until the end of the undying's next turn. When the paralysis ends, the target is frightened of the undying 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 undying, ending the frightened condition on itself on a success.
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