Large Elemental, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 136 (17d10 + 36)
Speed 40 ft., Climb 40 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
18 (+4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +9, CON +9
Skills Perception +9, Stealth +9
Damage Resistances Fire, Damage from Spells
Damage Immunities Necrotic
Condition Immunities Blinded, Grappled, Prone
Senses Truesight 60 feet, Passive Perception 13
Languages Common, Abyssal, Primordial
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Damage Immunity. Necrotic damage.

Magical Resistance. The Entity is resistant to all magic damage and has advantage on saving throws for effects caused by spells.

Shadowmeld's Leech. On a successful use of Shadowmeld Entangle,  the Entity can heal for the amount of damage it deals to an entangled creature. Every time a creature is afflicted by the Entangle's damage, the Entity can heal for that damage.

Sunlight Sensitivity. The Entity is susceptible to sunlight. Any attacks or Perception checks it makes in sunlight have disadvantage.

Actions

Multiattack. The Entity can make two attacks against a target,  two Shadowmeld Strikes or Shadowmeld Snipes, or one of each.

Shadowmeld Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit:  8 (2d6 + 4) [piercing] plus an additional 10 (3d6) [necrotic] damage.

Shadowmeld Snipe. Ranged Weapon Attack: +9 to hit, reach 60/120 ft., one creature. Hit: 8 (2d6 + 4) [piercing] plus and additional 10 (3d6) [necrotic] damage.

Scream of the Shadow (Recharge 5-6). The Entity lets out an ear piercing screech. Each creature must make a DC 17 Wisdom saving throw or become [Tooltip Not Found] and take 24 (8d6) [psychic] damage on a failed save, suffering half damage and no fear on a successful save.

Reactions

Shadowmeld Entangle. The shadow sends out a binding tendril of shadow towards a singular target that moves at least ten feet during its turn. The target must make a DC 17 Strength saving throw or be restrained and take 10 (2d10) [necrotic] damage on a failed save. On a successful save, the target takes no damage and is not restrained.

Legendary Actions

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

Shadowmeld Strike. The Entity makes one Shadowmeld Strike.

Shadowmeld Snipe. The Entity makes one Shadowmeld Snipe.

Shadowmeld Entangle (Costs 2 Actions). The Entity can use Shadowmeld Entangle on target if it moved more than 10 feet during its turn.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This Entity bears the mark and presence of the Deceiver God, Corinth. The necrotic scent of the Shadowmeld fumigates any room it occupies, the stench of death and decay high upon one's nose.

Lair and Lair Actions

The lair of the Entity is covered in thick shadow that sticks to the boots of any who trespass into its domain, rot and stench emanating from the shadow with plumes of black smoke. 

Lair Actions

On initiative count 8 (losing initiative ties), the Entity takes a lair action to cause one of the following effects; the Entity can’t use the same effect two rounds in a row:

  • The Entity can spawn 2 Shadowmeld Elementals in its lair to assist it.
  • The Entity can cause a pillar of shadow to rise under a creature. The creature must succeed a DC 14 Dexterity saving throw or take 10 (3d6) Necrotic damage.

 

Habitat: Urban

Batermahn