Remnant (5e Creature)
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Medium undead, lawful evil
Damage Vulnerabilities bludgeoning from magical attacks
Sense Soul. The remnant knows the location of the circlet holding its soul. This trait otherwise works like the locate object spell but isn't itself magical.
Fear Aura. Any creature hostile to the remnant that starts its turn within 20 feet of the remnant must make a DC 15 Wisdom saving throw, unless the remnant is incapacitated. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to the remnant's Fear Aura for the next 24 hours.
Magic Resistance. The remnant has advantage on saving throws against spells and other magical effects.
Turn Immunity. The remnant is immune to effects that turn undead.
Multiattack. The remnant makes two melee attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
Parry. The remnant adds 4 to its AC against one melee attack that would hit it. To do so, the remnant must see the attacker and be wielding a melee weapon.
Formerly powerful fighters, remnants are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. The sole reason that remnants remain on the Prime Material plane is to search for and recover the circlets that contain their souls.
Undead Nature. A remnant doesn't require air, food, drink, or sleep.