The Ever-Returning Arbiter

Legends say the Immortal was once a champion chosen to enforce an ancient treaty. Over centuries it outlived masters and empires. Some scholars assert it is the final sentence of a goddess rendered into flesh and crystal, forever enforcing an agreement whose terms have been long forgotten.

MediumHumanoid(Humanoid (constructlike))CR 30Lawful Neutral

The Ever-Returning Arbiter

ImmortalRegeneratorTeleporterGuardianSolo Boss
HP820AC25SPD40 ft., Phasing Step: Teleport 120 ft. as a bonus action (see traits), Climb 40 ft.CR30PerceptionStealthArcanaHistory
STR
30
save
DEX
26
save
CON
30
save
INT
22
save
WIS
24
save
CHA
28
save
True Immortality. The Immortal cannot die while its heart-core remains intact. When reduced to 0 hit points it drops to 1 hit point and is stunned until the end of its next turn unless the heart-core is destroyed or suppressed. Destroying the heart-core begins a separate process requiring concentrated damage to finish it. The Immortal is immune to critical hits.
Regeneration. At the start of each of its turns the Immortal regains 60 hit points. If its heart-core is within its chest and not exposed, the Immortal instead regains 120 hit points. If the Immortal takes radiant or force damage, roll a d20. On a roll of 15 or higher the regeneration is suppressed until the start of its next turn. If the Immortal takes 200 or more radiant or force damage in a single turn the regeneration ceases for 1 minute.
Phasing Step. As a bonus action the Immortal can teleport up to 120 feet to an unoccupied space it can see. Additionally, when it teleports it can pass through solid objects and leaves behind a flicker-echo that persists for 1 round; any enemy that enters the echo takes 22 () force damage and has speed halved until the end of its next turn.
Built-in Resolve. The Immortal can succeed on a saving throw it fails three times per day. At the DM's discretion these can represent built-in legendary resistances.
Arcane Dampening Field. The Immortal has advantage on saving throws against spells and other magical effects while its heart-core remains intact.
Multiattack. The Immortal strikes up to three times. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 36 () slashing damage plus 22 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Phased Lance. Ranged Spell Attack: to hit, range 300 ft., one target. Hit: 45 () force damage. On a hit the Immortal can immediately use Phasing Riposte as a bonus effect to teleport to an unoccupied space within 60 feet of the target.
Shattering Glare. The Immortal concentrates a mote of impossible light inside a creature it can see within 60 feet. The target must make a Wisdom saving throw. On a failed save the target is stunned until the end of its next turn and takes 66 () radiant or force damage (the Immortal chooses which). On a success the creature takes half damage and is not stunned.
Phase Swap. Phase Swap. When a creature hits the Immortal with an attack, the Immortal may attempt to instantly teleport 30 feet to an unoccupied space and swap places with the attacker if that attacker is willing or restrained. If the attacker is unwilling that creature must succeed on a Strength saving throw or be teleported and restrained for 1 round as fragile crystal bands bind them.
Aegis Parry. Aegis Parry. The Immortal uses a reaction to halve the damage of one attack that would hit it and gain temporary hit points equal to the damage mitigated (maximum temporary hit points equal to its Constitution modifier times proficiency bonus).
Phase Strike (Costs 2 Actions). Phase Strike. The Immortal makes one melee attack or one Phased Lance attack.
Phasing Slip. Phasing Slip. The Immortal teleports up to 60 feet to an unoccupied space it can see. If it ends its move within 5 feet of a hostile creature it can make one opportunistic attack against that creature.
Arc of Oblivion (Costs 3 Actions). Arc of Oblivion. The Immortal releases a wave of force and necrotic energy in a 60-foot cone. Each creature in that cone must make a Dexterity saving throw, taking 66 () mixed force and necrotic damage on a failed save, or half as much on a success.
9th level
Innate SpellcastingVaried The Immortal can cast these spells, using Charisma as its spellcasting ability (spell save DC 29, +20 to hit with spell attacks). It regains spent spell slots at the start of its turn. At will: detect magic, dispel magic, dimension door. 3/day each: blight, banishment, greater restoration. 2/day each: plane shift (self only), power word kill. 1/day each: time stop, wish (used only to restore the heart-core or to counter a threat to the covenant).
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