Foresworn

Medium undead, Lawful Good

Armor Class

18 (plate armor)

Hit Points

82 (11d8 + 33)

Speed

walk 30 ft.

Saves

str +8, wis +7

Damage Resistances

Necrotic, Bludgeoning, Piercing or Slashing damage from nonmagical attacks

Damage Immunities

Poison

Condition Immunities

Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 60 ft.

Languages

the languages it knew in life

Challenge

6

Proficiency Bonus

+3

Spellcasting

The foresworn casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15): • 2/Day each: command, detect evil and good • 1/Day: wall of force

Duty-Bound

The foresworn is bound to enacting a singular duty it pledged itself to in life. While this duty is incomplete, whenever the foresworn is destroyed, it re-forms at its previous location after 3 (1d6) days, with all its hit points restored.

Incorporeal Movement

The foresworn can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Unusual Nature

The foresworn doesn't require air, food, drink, or sleep.

Actions

Multiattack

The foresworn makes three Spectral Polearm attacks.

Spectral Polearm

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) force damage.

Phantasmic Battalion (Recharge 5–6) (Bonus Action)

The foresworn summons a battalion of ghostly soldiers to its aid. The ghostly soldiers fill a 10-foot-cube centered on the foresworn, move with the foresworn when the foresworn moves, and last until the start of the foresworn's next turn. While the ghostly soldiers are present, the area they occupy is considered difficult terrain for all creatures except the foresworn, and the foresworn's reach for melee weapon attacks increases by 10 feet.