Aggressive. As a bonus action, the Shadow-Walker can move up to its speed toward a hostile creature that it can see.
Magic Resistance. The Shadow-Walker has an advantage on saving throws against spells and other magical effects.
Burned Remains. Unless the remains of the Shadow-Walker are burned within 24 hours of it being felled, the demon will reform with half of its hit points. Alternatively, if the remains are buried, the Shadow-Walker will return to the Plane of Darkness.
Chilling Effect. When creatures enter a 30-foot radius of the Shadow-Walker, their speed is reduced by 5 ft. and any radiant or fire-related damage is decreased by 1d4.
Sword Slash. Melee Weapon Attack: +1 to hit, reach 10 ft., 1 target. Hit: 1d6 + 1 slashing damage.
Chilling Grasp. Melee Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1d4 cold, 1d4 force damage, the target is afflicted with 1 level of exhaustion. Lasts for the next 2 turns.
Ice Coating. If the Shadow-Walker is hit with a melee attack (weapon, or no weapon), it can roll a 1d4 and add it to its AC. If this number is greater than the roll to hit of the attacker, then the damage is halved (rounding up).
Description
An imposing dark figure, coated in dark metallic armor, that wanders the forests of Balthan during day and night. Standing at roughly 15 feet tall the commanding demon maintains the same characteristics of an inferior Shadow-Walker, however, it can command other Shadow-Walkers to do their bidding. These are marked by their larger size, and chilling effect.
Lair and Lair Actions
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