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The Ender, Harbinger of Finality

Large Monstrosity (campaign-ending), Neutral Evil


Armor Class 18 (natural armor)

Hit Points 209 (22d10+88)

Speed 40 ft. climb 20 ft.

STR 20 (+5)
DEX 14 (+2)
CON 18 (+4)
INT 12 (+1)
WIS 14 (+2)
CHA 8 (-1)

Saving Throws Con +8, Wis +6

Skills Stealth +6, Perception +6

Senses darkvision 60 ft., passive Perception 16

Languages Common

Challenge 12 (8,400 XP) Proficiency Bonus +4


Legendary Resistance (3/Day). If the Ender fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Ender has advantage on saving throws against spells and other magical effects.
Keen Senses. The Ender has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Ominous Presence. The Enderโ€™s presence saps hope. Any creature within 20 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 round.

Actions

Multiattack. The Ender makes three attacks: two Epitaph Scythe attacks and one Eclipse Lash attack.
Epitaph Scythe. Melee weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. The Ender sweeps its rune-carved scythe with fatal precision.
Eclipse Lash. Melee weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) necrotic damage. Shadowy tendrils lash the target; on a failed save, the target is restrained by shadowy grip until the end of its next turn.
Worldshatter Pulse. Ranged spell Attack: +0 to hit, range 60 ft., one creature. Hit: 15 (3d6+5) force damage. A crackling wave of null energy erupts toward the target. The target must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn.

Legendary Actions

The Ender can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Ender regains spent legendary actions at the start of its turn.

Predictive Strike. The Ender makes one Epitaph Scythe attack.
Closing Paragraph. One target within 60 feet must succeed on a DC 16 Wisdom saving throw or have its next attack hindered; its weapon damage is reduced by 1 die on its next turn.
Worldshatter Pulse (Costs 2 Actions). The Ender uses Worldshatter Pulse. See its stat block for effect.

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Lore & Description

Appearance

The Ender stands as a ruin of a being, taller than a man but lean as a withered tree. Its form is clad in tattered banners, each fragment of a failed campaign stitched into its cloak. Its head resembles a fractured tome, with pages fluttering as if turned by an unseen wind, and two empty eye-sockets that swallow light. The air around it tastes of ash and old ink. It exudes a cold gravity that drains hope and focus from nearby creatures, as if the very act of living a story around it threatens to be rewritten into nothing. Wherever it steps, narratives fray, spells stumble, and heroes' motivation wavers. It is said to appear when a campaign is reaching its inevitable end and to vanish only when a new epic is penned and embraced.

Behavior & Origins

In ages past, the Ender was not a monster but a concept corrupted by failureโ€”the moment a saga loses its author, the wellspring of magic and memory in the world drains away. The Ender traverses the boundaries between stories and lives, hunting the โ€˜arcโ€™ of a campaign until nothing remains but a hollow ending. Itโ€™s immune to simple bullet-point victories: to defeat it, players must write a new arc into existence within its presence, offering a fresh quest that rebinds reality to narrative. DMs who face the Ender are warned that any attempt to brute force victory may prompt the Ender to erase a crucial plot point, effectively ending the campaign in an abrupt, unsatisfying way unless a new tale is created.

Monster Image

The Ender, Harbinger of Finality

Generation Info

Original prompt:
"A monster that ends campaigns."

Created: Feb 2, 2026
Modified: May 22, 2026

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