Soul Hunter

by Thudnfer

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Soul Hunter

The process of draining a soul from a mortal creature has long been practiced, especially by evil necromancers and mystics that think tampering with someone's essence is a sure way to attain power. While they may be right in the short term, the process can sometimes go awry, leaving just the dregs of a soul inside a body. Not enough to have memories, or even a personality, but enough to know how to kill, and enough to know that it has been betrayed.

While these creatures can't communicate, and have little reason to, some have managed to negotiate with them and avoid being slaughtered, and even recruit them for an army. Only the most arrogant of emperors or warlords would do so, however, since their bloodlust outweighs and loyalty they might feel.

If you ever seek to gain off of the siphoning of souls, remember that you could have a soul hunter on your trail before too long.

Art Credit

"Knight" by Vladimir Matyukhin FTPRO



Soul Hunter

Medium humanoid (any race), lawful neutral


  • Armor Class 19 (plate)
  • Hit Points 127 (10d8 + 82)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 6 (-2) 14 (+2) 11 (+0)

  • Saving Throws Str +6, Dex +5, Con +7, Wis +5
  • Skills Perception +5, Stealth +5
  • Damage Resistances necrotic, poison; bludgeoning, piercing, slashing
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., truesight 5 ft., passive Perception 15
  • Languages Understands Common but can't speak
  • Challenge 6 (2,300 XP)

Aggressive. As a bonus action, the soul hunter can move up to its speed toward a hostile creature it can see.

Desecrated Body. A creature that touches the soul hunter or hits it with a melee attack while within 5 feet of it takes 4 necrotic damage.

Hollow Executioner. The soul hunter deals an additional damage dice when it attacks a prone creature.

Magic Resistance. The soul hunter has advantage on saving throws against spells and other magical effects.

Magic Weapons. The soul hunter's weapon attacks are magical.

Spirit Stealing. If the soul hunter spends 15 minutes within 5 feet of a corpse, the soul hunter regains all its hit points. The corpse then can't be used for another creature's Spirit Stealing.

Actions

Multiattack. The soul hunter makes one kick attack and two greatsword attacks.

Greatsword. Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 14 (2d10 + 3) slashing damage.

Kick. Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target must make a DC 14 Strength saving throw, pushed back 5 feet and knocked prone on a failed save.