Statting Out Death in D&D
Few forces in the multiverse are as universal and unyielding as Death. A commonality across all realms, cultures, and beings is acknowledging the end—often personified as a spectral figure, a reaper of souls, wielding a scythe with unwavering resolve. This eternal entity is not merely a metaphor or a grim fairytale but a presence many claim to have encountered at the brink of life and beyond.
While Death with a lowercase ‘d’ is a natural occurrence, a cessation of life, Capital “D” Death is an entity—a force personified. Tales of mortal encounters with this entity vary: some describe a serene, almost comforting presence guiding souls to the afterlife, while others recall a relentless hunter, ensuring that those trying to cheat their fate meet their timely end.
In our latest delve into the mythic and mysterious, we present an exclusive look into the mechanics and manifestation of Death. For adventurers brave enough to confront or converse, or for Dungeon Masters aiming to instill a profound sense of respect (or fear) in their players, we offer a comprehensive stat block for Death. Though we caution: understanding Death and confronting it are vastly different endeavors.
Death’s Avatar
Medium fiend (neutral), neutral
Armor Class 20 (natural armor)
Hit Points 275 (30d8 + 120)
Speed 30 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 18 (+4) 20 (+5) 22 (+6) 24 (+7)
Saving Throws Dex +12, Int +11, Wis +12, Cha +13
Skills Perception +12, Stealth +12
Damage Immunities necrotic, psychic, poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 20 (25,000 XP)
TRAITS
Aura of Finality
All creatures within 30 feet of Death have disadvantage on death saving throws.
Inescapable
Death can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Immutable Form
Death is immune to any spell or effect that would alter its form.
Reaper’s Sight
Death knows when a creature within 1 mile of him is at 0 hit points and can pinpoint its location.
Magic Resistance
Death has advantage on saving throws against spells and other magical effects.
Eternal Return
If Death is reduced to 0 hit points, it disappears, only to reform in its lair or another suitable location after 1d4 days. Death cannot be permanently destroyed by any known means.
Unusual Nature. The Death doesn’t require air, food, drink, or sleep.
ACTIONS
Multiattack
Death makes three Grim Harvest attacks.
Grim Harvest
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (3d4+6) slashing damage and 21 (4d8 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or gain one level of exhaustion.
Summon Spirits (Recharge 5-6)
Death summons 1d4+1 wraiths or 3d4 shadows to aid him. Summoned creatures act immediately and remain until destroyed or dismissed by Death.
LEGENDARY ACTIONS
Death can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Death regains spent legendary actions at the start of its turn.
Chill of the Grave (Costs 1 Action)
All creatures within a 20-foot radius of Death must succeed on a DC 19 Constitution saving throw or take 10 (3d6) cold damage.
Fade (Costs 2 Actions)
Death becomes ethereal until the end of its next turn.
Reap (Costs 3 Actions)
Death makes one Grim Harvest attack.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Death can take a lair action to cause one of the following effects:
- Death causes an eerie silence to settle in a 60-foot radius centered on a point he can see. No sound can be produced within or pass through this area until the next initiative count 20. Casting a spell that includes a verbal component is impossible there.
- One creature Death can see within the lair must succeed on a DC 19 Wisdom saving throw or be frightened of Death until the next initiative count 20.
- The temperature within the lair drops suddenly. All creatures within the lair take 10 (3d6) cold damage unless they succeed on a DC 19 Constitution saving throw, in which case they take half damage.
REGIONAL EFFECTS
The region containing Death’s lair is warped by his presence, which creates one or more of the following effects:
- Plants within 1 mile of the lair wither and die overnight.
- Animals within 1 mile of the lair are uneasy and prone to panic. They won’t willingly approach the lair and become aggressive if forced to enter.
- Shadows within 1 mile of the lair move on their own, often mimicking the movements of those casting them.
If Death is slain or driven off, these effects fade over the course of 1d10 days.
Death is the inevitable end that all beings must face, a constant and unyielding force in the universe. Even those who manage to momentarily defeat Death find that it always returns, continuing its eternal duty.
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