Remnant (5e Creature)

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Medium undead, lawful evil

Armor Class 16 (chain mail)
Hit Points 104 (16d8 + 32)
Speed 30 ft.

16 (+3) 12 (+1) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Damage Vulnerabilities bludgeoning from magical attacks
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages the languages it knew in life
Challenge 10 (5,900 XP)

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.
A remnant appears as a cracked and yellowing skeleton covered with shards of decaying flesh. Its eyes are black holes containing pinpoints of reddish light. It is clad in the blackened armor and rotted trappings it wore in its former life.
Anyone possessing a remnant's circlet can control its actions, so long as the controller remains within 240 feet of the remnant. The controller is either in active control of the remnant or in a passive mode. When in active control, the controller can see whatever the remnant sees, and he can mentally command it to fight, search for treasure, or take any other actions; however, the controller himself is unable to cast spells, move, or take any other actions while in active control.
Remnants are usually found near the areas where they died in their former lives, or where they were buried. A remnant usually has a sizeable collection of treasure, the remnants of a lifetime of adventure. Since a remnant is preoccupied with recovering its circlet, protecting its treasure is not a priority.
Remnants are used by their controllers as bodyguards, servants, or workers. Since remnants are obsessed with their circlets and are therefore undependable, evil creatures and other undead seldom associate with them.

Undead Nature. A remnant doesn't require air, food, drink, or sleep.

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