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The Unfinished Farewell

Large Construct, Neutral


Armor Class 18 (natural armor)

Hit Points 152 (16d10+64)

Speed 30 ft.

STR 20 (+5)
DEX 10 (+0)
CON 18 (+4)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Saving Throws Con +8, Wis +6

Skills Stealth +4, Perception +6

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages Common, telepathy 60 ft.

Challenge 9 (5,000 XP) Proficiency Bonus +4


Carved to Continue. The Unfinished Farewell has advantage on saving throws against effects that would move it against its will or alter its form. If it is reduced to 0 hit points, it is destroyed only if at least one creature within 30 feet willingly says the name of its creator, Ilyra Venn. Otherwise, it collapses into rubble and reforms with 30 hit points at the end of its next turn in an unoccupied space within 30 feet.
Stolen Chisels. The creature carries six enchanted chisels embedded along its arms and shoulders. Whenever it hits a creature with a melee attack, it can mark that creature with a visible pale groove. A marked creature can't willingly move farther from the Unfinished Farewell unless it succeeds on a DC 16 Wisdom saving throw at the start of its turn. The mark ends when the creature is more than 120 feet from the statue or when the statue is destroyed.
Lair of Avoided Goodbyes. While in its lair, the Unfinished Farewell knows the location of every creature touching the floor and can cause doors, corridors, stairways, and loose walls within 60 feet to subtly rearrange. Difficult terrain created by this trait doesn't impede the statue, and it has advantage on Dexterity (Stealth) checks made in its lair.

Actions

Multiattack. The Unfinished Farewell makes three Chisel-Hand attacks. It can replace one attack with a Sculpted Command.
Chisel-Hand. Melee weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage, plus 3 (1d6) slashing damage. On a hit, the target is marked by Stolen Chisels.
Sculpted Command. One creature the Unfinished Farewell can see within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to use its reaction, if available, to move up to its speed toward the statue by the safest available route. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Carve Away (Recharge 5-6). The Unfinished Farewell scrapes the air with its chisels, sending a wave of invisible cuts through a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 36 (8d8) slashing damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also marked by Stolen Chisels and has its speed reduced by 10 feet until the end of its next turn.
Erase the Exit (Recharge 4-6). The statue targets a doorway, window, passage, or other opening within 60 feet. The opening seals with seamless stone until the end of the statue's next turn. Creatures occupying the space are shunted to the nearest unoccupied space and must succeed on a DC 16 Strength saving throw or fall prone. The statue can instead open a stone passage through a solid wall no more than 5 feet thick, which closes at the end of its next turn.

Bonus Actions

Rearrange the Room. The Unfinished Farewell causes one 10-foot-square section of floor, wall, ceiling, or furnishings within 60 feet to shift. The area becomes difficult terrain, and one creature in it must succeed on a DC 16 Dexterity saving throw or be moved up to 15 feet to an unoccupied space chosen by the statue. The statue can use this bonus action only while in its lair.

Reactions

Not Yet. When a creature the Unfinished Farewell can see within 30 feet would willingly move away from it, the statue causes the nearest solid surface to fold or slide between them. The creature must succeed on a DC 16 Dexterity saving throw or have its movement reduced to 0 until the end of the current turn. The statue can then move up to 10 feet without provoking opportunity attacks.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Corridor That Wasn't There. A wall opens or a passage bends in an impossible direction. The statue chooses one creature within the lair; that creature must succeed on a DC 16 Intelligence saving throw or be teleported to an unoccupied space within 30 feet chosen by the statue.
  • Stone Remembers. The lair creates a partial likeness of one creature it can sense within 60 feet. Until initiative count 20 on the next round, the likeness occupies a 5-foot space and grants the statue half cover while within 5 feet of it. The likeness crumbles if it takes any damage.
  • Shut the Door. Up to three doors, windows, or passages within the lair slam shut and become stone. Each creature within 5 feet of one affected opening must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be restrained until it uses an action to succeed on a DC 16 Strength check.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 1 mile of the lair, paths seem to shorten when approached and lengthen when someone tries to leave.
  • People who part within 1 mile of the lair frequently forget whether they said goodbye, and may remember conversations that never occurred.
  • Unfinished carvings and statues within 6 miles subtly turn their faces toward the lair.

If the Unfinished Farewell is destroyed, these effects fade over 1d10 days. During that time, the lair's passages straighten, and every sealed doorway opens at once.

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"Don't go. I am almost what you meant me to be." โ€” words appearing in fresh chisel marks on the studio door

Lore & Description

Appearance

The Unfinished Farewell is a towering figure of gray-white marble, nearly nine feet tall, with a body that shifts between rough quarry stone and astonishingly delicate finished anatomy. One side of its face is smooth and mournful; the other remains a blocky mass scored with angry chisel marks. Six stolen chisels jut from its forearms, ribs, and collar like metal quills. Its eyes are hollow sockets filled with dim amber dust, and every movement produces the soft scrape of stone being corrected.

Behavior & Origins

The sculptor Ilyra Venn began the statue as a monument to a lover who died before the work could be completed. When patrons withdrew and grief overcame her, Ilyra abandoned the statue in her mountain studio and left without saying farewell. The unfinished figure awakened years later, stealing chisels from every craftsperson who entered the studio and carving itself toward an image it can no longer remember. It does not truly hate visitors; it fears that anyone who leaves will become another absence. The statue now wants one thing: to find Ilyra Venn and force her to finish its face, even if it must rearrange every road, room, and memory between them. A useful hook is the sealed studio of Ilyra Venn in the abandoned quarry-town of Bellwether, where her final letter and the statue's missing original design remain hidden.

Running The Unfinished Farewell

Tactics

The Unfinished Farewell begins by using Sculpted Command on a healer or ranged attacker, then marks the closest front-line characters with Chisel-Hand attacks. It uses Rearrange the Room and Erase the Exit to split the party, deny retreats, and force marked creatures into its reach while Carve Away punishes clustered foes. When bloodied, it becomes increasingly frantic, pursuing anyone who attempts to flee; it fights to the death unless someone presents Ilyra Venn's signature or promises, plausibly, to bring its creator back.

DM Tips

  • Telegraph its presence with corridors that change behind the party, fresh marble dust, abandoned chisels, and statues whose faces turn when no one is looking.
  • Roleplay it as desperate rather than openly cruel: it speaks in unfinished sentences, repeats the last words of departing people, and treats retreat as personal betrayal.
  • For a weaker party, reduce its hit points to 120 and make Carve Away deal 6d8 damage; for a stronger party, let Rearrange the Room affect two areas or give the statue three legendary actions per round.
  • Make the environment matter: draw doors and passages on the map, then visibly erase, rotate, or replace them when the statue uses its lair abilities.

Loot

  • Venn's Signature Chisel — A silver-handled chisel bearing Ilyra Venn's mark. It grants advantage on one ability check made to carve, sculpt, or identify stone, and can be used to end the statue's Carved to Continue trait if pressed into its unfinished face.
  • The Half-Finished Face — A removable marble mask depicting a sorrowful, unfinished visage. A creature wearing it can cast calm emotions once per long rest, but hears the statue whispering directions toward Bellwether until the mask is destroyed.
  • Blueprint of a Door That Never Opens — A folded design showing a hidden chamber beneath Ilyra Venn's studio. The blueprint depicts a door absent from every surviving map and is a direct clue to the statue's creator and the origin of the shifting lair.

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The Unfinished Farewell

Generation Info

Original prompt:
"CR 9: The unfinished statue a sculptor abandoned, carving itself to completion with stolen chisels. Its lair rearranges itself to spare it from goodbyes."

Created: Oct 11, 2026
Modified: Oct 26, 2026

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