Death Reconstructed. Wandering Death, Death Given Life changes shape as the fight progresses, immediately growing an additional 2 limbs (arms) at 3/4s health, and at 1/3rd health. These limbs affect the abilities of Wandering Death's actions, depending on how many limbs he has at the time of casting. If Wandering Death is healed above a phase's health threshold, he does NOT revert back to the previous phase.
Wanderer. Wandering Death, Death Given Life constantly moves, in no determinate sense, whether threatened or not, and must move a minimum of 10ft per turn. If provoking an opportunity attack when moving on its turn, it gains a +4 to its AC for those attack(s) only.
Multiattack. Wandering Death, Death Given Life can use its Claw attack, and one other action or legendary action that is not Claw, per turn. Wandering Death cannot use Claw in the same turn as using the Corrupted Beams legendary action. Wandering Death cannot use any action other than Claw during the cast time of Entomb legendary action.
Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 3d10+5 bludgeoning damage. At four limbs, it can make this attack up to twice per turn, and up to three times per turn at six limbs.
Pull Earth. Wandering Death, Death Given Life points in two directions of its body, and pulls the earth in those directions towards it. Each creature within 120ft of Wandering Death, within a 10ft width line in those direction, must make a DC 15 Dexterity saving throw, and takes 4d8 force damage, or half as much on a success. On a fail, the creature is also pulled 15ft towards Wandering Death. Wandering death can choose four directions at four arms, and six directions at six arms.
Mist. Range 80ft. Wandering Death, Death Given Life throws a 10ft sphere of necrotic energy on an area, which lasts for 3 turns, shifting 5ft in any direction every turn. A creature within the area of the cast must make a DC 18 Constitution saving throw, or be poisoned and take 1d10 necrotic damage at the start of each of their turns, lasting for 4 rounds of combat. If a creature is already poisoned when entering the Mist, they immediately take 1d10 necrotic damage, and the duration of the effect is reset. At four arms, Wandering Death throws two spheres of Mist, and three spheres at six arms. Note that Wandering Death can choose not to cast this at a creature, but can cast it nearby instead.
Ground Claws. Melee Weapon Attack: +10 to hit, reach 10ft, two 10ft areas. Hit 30 (6d10) bludgeoning damage. Creatures can make a dexterity saving throw, taking half damage on a success. Wandering Death can select up to four areas at four arms, and six areas at six arms.
Leeching Soul. 3 charges. A restless soul escapes Wandering Death's body, and runs 10ft, but is ensnared by a prison of bone. The prison has 25hp, can be destroyed by attacks other than Wandering Death's, and takes double damage from bludgeoning damage. When the prison is destroyed, the soul is freed and flees. While the soul is imprisoned, at the end of each of Wandering Death's turns, Wandering Death heals 2d8 HP.
Reactionless. Wandering Death, Death Given Life cannot make opportunity attacks.
*Wandering Death, Death Given Life MUST make one of the following reactions when changing phases*
Pulling Gust. Wandering Deah, Death Given Life pulls the surrounding air towards him. All creatures within a 120ft distance of Wandering Death must make a DC 14 saving throw, or be pulled up to 20ft toward Wandering Death on a failed save. If a creature cannot be pulled the full distance, they do not take damage.
Pushing Gust. Wandering Deah, Death Given Life pushes the surrounding air away from him. All creatures within a 120ft distance of Wandering Death must make a DC 14 saving throw, or be pushed 20ft away from Wandering Death on a failed save. If a creature cannot be pushed the full distance, they do not take damage.
Wandering Death can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only during its turn. Wandering Death regains spent legendary actions upon entering a new phase.
Entomb. Range 120ft. Wandering Death chooses a 10ft x 10ft area, and erects a wall of bone around that chosen area. The walls are 4ft. tall, and can be climbed or jumped over with a DC 10 Dexterity check (DC 12 for small sized creatures), or destroyed (10hp per wall). Wandering Death begins winding up one hand in the air, and at the end of its next turn drops said hand in a swishing motion, causing the bone walls to explode. All creatures within a 10ft. distance from an exploding wall must make a DC20 dexterity saving throw, or take 10d8 necrotic damage, or half as much on a success. If a creature is in range of multiple exploding walls, they must roll for each wall they are in range of (for example, if a creature is inside the Entombed area and no walls are destroyed, the creature must make 4 DC 20 Dexterity saves). At four arms, Wandering Death can choose two areas, and at six arms three areas.
Corrupted Beams (Costs 2 Actions). Range 120ft. Can only be cast during four and six arm phases. Wandering Death chooses two directions of its body that form a 90 degree angle. Wandering Death fires necrotic energy in those directions in a 10ft width line. Any creature within that line must make a DC 18 dexterity save, or take 8d10 necrotic damage. Wandering death then rotates 90 degrees, then an additional 90 degrees in the same direction, and all creatures that get hit with a line in those directions must make the same dexterity saving throw, regardless if they were hit by a line already. At six arms, Wandering Death chooses three directions that form a perfect triangle around its body.
Description
Nobody quite knows how Wandering Death, Death Given Life came to be, but what is known by the folks who have heard of it is that you best avoid being in its unending path. Made from bones and the souls of the restless, Wandering Death looks like a humanoid avatar, with the top half looking relatively human shaped bar a demonic shaped skull for a head, and instead of legs, a bone skirt. Wandering death just barely hovers over the ground. If a poor soul happens to come in its path, Wandering Death will give chase for only a short distance before giving up, assuming whatever it was chasing survived its encounter with it.
I tried porting Diablo 4's Wandering Death world boss into 5e, however as I have not played a high level campaign, I have no sense on what kind of numbers are fair etc. so I'm welcome to any feedback! Please don't grill me too hard!
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Posted Jul 2, 2024Aaaaand I already forgot to add information to some of the abilities... so addendums below:
1. If a creature is standing underneath Wandering Death during the Pull Earth or Corrupted Beams abilities, they avoid the actions entirely
2. There can only be a maximum of 6 Mist areas at any time