Sources
CR
Type
Size
Alignment
Movement

Foresworn

Medium Undead, Lawful Good

Armor Class 18 (plate armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
20
+5
DEX
14
+2
CON
17
+3
INT
12
+1
WIS
18
+4
CHA
10
+0
Saving Throws STR +8, WIS +7
Damage Resistances necrotic; bludgeoning, piercing, slashing, from nonmagical attacks
Damage Immunities poison
Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 6 (2,300 XP)

Traits

Duty-Bound. The foresworn is bound to enacting a singular duty it pledged itself to in life. While this duty is incomplete, whenever the foresworn is destroyed, it re-forms at its previous location after 3 (1d6) days, with all its hit points restored.

Incorporeal Movement. The foresworn can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Unusual Nature. The foresworn doesn't require air, food, drink, or sleep.

Spellcasting

Spellcasting. The foresworn casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):

1/day: wall of force

2/day each: command, detect evil and good

Actions

Multiattack. The foresworn makes three Spectral Polearm attacks.

Spectral Polearm. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:12 (2d6 + 5) force damage.

Bonus Actions

Phantasmic Battalion (Recharge 5–6). The foresworn summons a battalion of ghostly soldiers to its aid. The ghostly soldiers fill a 10-foot-cube centered on the foresworn, move with the foresworn when the foresworn moves, and last until the start of the foresworn's next turn. While the ghostly soldiers are present, the area they occupy is considered difficult terrain for all creatures except the foresworn, and the foresworn's reach for melee weapon attacks increases by 10 feet.

Lore

Foresworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and weaponry, a foresworn maintains the martial prowess it had in life and can call on magic and its fallen brethren for aid.