Large swarm of Medium undead, Neutral Evil
Armor Class 20 Natural
Hit Points 262 (25d10 + 125)
Speed 20 ft., hover , walk 40 ft.
STR
26 (+8)
DEX
23 (+6)
CON
21 (+5)
INT
22 (+6)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws STR +14, DEX +12, CON +11, WIS +13
Skills Acrobatics +12, Athletics +14, Insight +13, Perception +13
Damage Resistances Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Truesight 120ft, Passive Perception 23
Languages All via Telepathy, Telepathy 120ft
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Zezguk, The Shadow fails a saving throw, it can choose to succeed instead.

Great Aberration. Zezguk, The Shadow has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Reality Rendering Weapons. Zezguk, The Shadow’s weapons are magical and its claws deal an additional 9 (2d8) force damage on a hit (included in the attack). This additional damage cannot be resisted or reduced.

Standing Leap. Zezguk, The Shadow’s long jump is up to 40 ft. and its high jump is up to 30 ft., with or without a running start.

Actions

Multiattack. Zezguk, The Shadow uses its maddening presence and makes 4 attacks; 2 with its claws and 2 with its tentacles. If a creature is hit by both claws attacks it takes an additional 9 (2d8) slashing damage.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 9 (2d8) force damage.

Tentacle. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) bludgeoning damage.

Rain of Blood (Recharge 5-6). Zezguk, The Shadow conjures a rain of corrupted blood. Each creature within 40 ft. of Zezguk, The Shadow must make a DC 21 Constitution saving throw. On a failed save a creature takes 31 (9d6) necrotic damage and becomes afflicted by the corrupted blood for one minute. On a successful save a creature takes half as much damage and is not afflicted. As long as a creature is afflicted, it cannot regain hit points. An afflicted creature repeats the saving throw at the end of its turn, ending the affliction on a successful save. Creatures that are immune to being poisoned cannot be afflicted and any effect that heals the poisoned condition can also remove the affliction from a creature.

Gaze of Shadow. Zezguk, The Shadow releases a burst of red light which diminishes every living creature within 120 ft. of it. Each creature in the area must succeed on a DC 21 Constitution saving throw. On a failed save a creature is reduced to half of its current hit points. This attack has no effect on constructs and undead. After using this attack Zezguk, The Shadow can only take 1 legendary action until the beginning of its next turn.

Maddening Presence. Each creature of Zezguk, The Shadow’ choice that is within 120 feet of Zezguk, The Shadow and is aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success, and taking 5 (2d4) psychic damage on a failure. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Zezguk, The Shadow’s Maddening Presence for the next 24 hours.

Legendary Actions

Zezguk, The Shadow 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. Zezguk, The Shadow regains spent legendary actions at the start of its turn.

Move. Zezguk, The Shadow moves up to its speed without provoking opportunity attacks.

Tentacle. Zezguk, The Shadow makes a tentacle attack.

Pounce (2 Actions). Zezguk, The Shadow jumps up to 40 ft. and attacks with its claws against a target within its reach.

Blood Cloud (2 Actions). Zezguk, The Shadow summons a cloud of blood at a point within 60 ft. of itself. The cloud rains corrupted blood in a 10-foot radius wide and 40 ft. high cylinder below it. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save a creature takes 13 (3d8) necrotic damage and unless the creature is immune to being poisoned it cannot regain hit points until the end of the Zezguk, The Shadow’s next turn. On a successful save a creature takes half as much damage and suffers no additional effects.

Description

Based on the Moon Presence, from From Software's game Bloodborne.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

FilipePassosCoelho

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