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Wizard Apprentice Lebendtod in Dungeons & Dragons 5e

Homebrew, Ravenloft: Denizens of Darkness (3.5e) 2002

Wizard Apprentice Lebendtod CR: 1/2

Small to Medium undead (formerly human), neutral evil
Armor Class: 12 (Natural Armor)
Hit Points: (2d12)
Speed: 30 ft

STR

13 +1

DEX

12 +1

CON

11 +0

INT

14 +2

WIS

11 +0

CHA

12 +1

Saving Throws: Wisdom +2
Skills: Arcana +4, Deception +3, History +4
Damage Resistances: Necrotic
Senses: Passive Perception 10
Languages: Any one language (usually Common)
Challenge Rating: 1/2 ( 100 XP XP)
Proficiency Bonus: +2

Spellcasting. The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). They have the following wizard spells prepared:

  • Cantrips (at will): Fire Bolt, Mending, Prestidigitation
  • 1st level (2 slots): Burning Hands, Disguise Self, Shield


Detachable Limbs. The lebendtod can detach or reattach any limb or its head as an action. Any humanoid that can see this action must make a DC 10 Wisdom saving throw. On a failure, the humanoid is frightened of the lebendtod until the start of the lebendtod's next turn. On a success, the humanoid is immune to the frightened effect of this trait for 24 hours.

As a bonus action, the lebendtod can control any and all of its detached limbs as follows:

  • A detached leg is unable to attack and has a 5' movement speed.
  • A detached arm has a speed of 5' and can make one claw attack.
  • If the lebendtod detaches its head, humanoids have disadvantage on the saving throw against the frightened condition described above. A detached head has a speed of 0' and can make one bite attack, but only against a target in its space.
  • Each detached limb has an AC equal to the lebendtod's and 6 (1d12)HP. The lebendtod magically shares its senses with any detached limb.
  • The lebendtod's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 1) piercing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

False Façade (2/Day). As an action, the lebendtod can magically alter its appearance to appear as it did prior to its death. The effect lasts for 24 hours, until the lebendtod dismisses it as a free action, or if it dies. If the lebendtod suffers any form of magical damage, it makes a concentration check as if concentrating on a spell. On a failure the lebendtod reverts to its true form.

Last Kiss. As an action, the lebendtod can touch the corpse of a humanoid that has died within the last round and give a 'kiss.' If the corpse remains intact and undisturbed it will rise as a lebendtod after 3 days that is under the control of the original lebendtod's master. If the corpse is significantly disturbed within those 3 days, it instead rises as a ghast.

The corpse can be prevented from rising as an undead by destroying it, such as with cremation or disintegration. The use of a spell like Remove Curse will also dispel the effect, while Gentle Repose can delay the effect. Any attempt to ressurect the corpse will automatically fail until the lebendtod's last kiss is dispelled.

Suggested Environments

Any climate; Urban terrain


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