The Unfinished Farewell
Armor Class 18 (natural armor)
Hit Points 152 (16d10+64)
Speed 30 ft.
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
Actions
Bonus Actions
Reactions
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.