Medium Humanoid, Chaotic Neutral
Armor Class 17 Shadow Plate
Hit Points 149 (23d8 + 46)
Speed 30 ft., fly 50 ft. (Only in dim light or darkness)
STR
14 (+2)
DEX
20 (+5)
CON
15 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +10, INT +9, CHA +10
Skills Deception +13, Insight +8, Stealth +9
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 600 ft, Passive Perception 10
Languages All
Challenge 14 (11,500 XP)
Proficiency Bonus +5

Shadow Step. As a bonus action the Shadowy Merchant can teleport from one area of darkness to any other area of darkness within one mile.

Extra Dimensional Pockets. The pockets of the Shadowy Merchants cloak function just as a bag of holding.

Shadow Sight. The Shadowy Merchant is immune to the effects of Magical Darkness.

Shadow Stealth. When in dim light or darkness the Shadowy Merchant can hide as a bonus action.

Sneak Attack (1/Turn).  The Merchant deals an extra 16 (5d6) damage when it hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of the Merchant that isn't Incapacitated and the Merchant doesn't have disadvantage on the attack roll.

Sunlight Sensitivity. While in direct sunlight the Merchant has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. 

Innate Spellcasting. The Shadowy Merchant can cast the following spells without material components. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attack)             At will: Darkvision, Identify, Toll the Dead

3/Day: Darkness, Blight, Invisibility, Plane Shift

1/Day: Greater Invisibility

Actions

Multiattack. The Shadowy Merchant can make 3 weapon attacks. Only one of these can be its Shadow Tendril. Its Shadow Bind can replace one of these.

Shadow Tendril. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 5 (1d10) piercing damage and 10 (2d10) necrotic damage.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. 

Soul Reaver Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) necrotic damage. If this damage reduces a target to 0 hit points it dies as its soul is absorbed into the soul stone embedded in the gauntlet. This attack doesn't affect soulless creatures.

Shadow Bind. Target creature must succeed on a DC 18 Strength saving throw or be restrained until it succeeds on the saving throw or the merchant dies. A creature can repeat the saving throw at the end of each of its turns.

Dark Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. A target hit by this attack must succeed on a DC 18 Constitution saving throw or be blinded until the end of their next turn.

Reactions

Parry. As a reaction against a melee weapon attack the Merchant can add 5 to its AC.

Legendary Actions

The Merchant 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. Spent legendary actions are regained at the start of each of the Merchant's turns.

Shadow Catch.  The Merchant uses its Shadow Bind Action

Lash. The Merchant uses the Shadow Tendril Action.

Consume Soul (Cost 2 Actions). The Merchant uses its Soul Reaver claw action and heals for all damage dealt.

Shadow Armour (Costs 2 Actions).  The Merchant increases it'd AC to 20 until the start of its next turn.

Description

Enter a general description for your monster here.

Lair and Lair Actions

The Merchant's lair is a demipane that is a 200 X 200 ft cube that contains all the items it has accumulated in its lifetime, kept in chests and other containers. The Merchant is aware of all creatures in the demiplane and has full control over the plane.

Lair Actions

On initiative count 20 (losing initiative ties), the Shadowy Merchant takes a lair action to cause one of the following effects; the Shadowy Merchant can’t use the same effect two rounds in a row:

  • The Shadow Merchant plunges the entire demiplane into darkness for one round.
  • Shadowy spikes erupt from the ground, piercing each creature of the Merchant's choice. A target creature must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) piercing damage.
  • The Merchant creates three pillars of pure darkness anywhere it chooses in the plane. The pillars are 100ft. Tall and are 5 feet in diameter. They give total cover to merchant if he is behind them but the merchant's attacks pass through them. The pillars last one round and are immune to all damage. The pillars disappear in sunlight.

If the Merchant dies, the demiplane is destroyed immediately, scattering all objects and creatures into the Astral Plane.

Freaky_Owl

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