Armor Class 18 Natural armor
Hit Points 230 (35d12 + 20)
Speed
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
10 (+0)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws CON +9, WIS +7
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Blinded, Grappled
Senses Passive Perception 20
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Shadows rejuvenate -  On the start of your next turn if you Sistine damaged you regain 6d12 hit points however if you radiant damage this effect does not activate

shadows commands - once per turn you can issue one of these commandsto all those who hear your voice (you target one creature who can hear your voice) The DC for all savings throws is 18. You must maintain concentration on one command at a time

Dow - The target creature must succeed a wisdom saving throw or fall prone.does not take concentration you can do this five times

cower - The target must succeed a charisma saving throw  or Target creature falls under the fear condition. You can use this command three times in a day. Does take concentration

silence - The target creature succeed make a wisdom saving throw or lose their ability to speak You can use this command three times. Does take concentration.

die - The target creature must succeed a constitution saving throw or take 8D6 necrotic damage.does not take concentration you can do this one time 

Shadow sigil - you can apply a shadow schedule to three creatures within 60 ft they must succeed a wisdom saving throw or the sigil appears on their hand creatures. with a sigil take an extra D6 of psychic damage any time you damage them also you’re saving throw for these creatures is increased by two. you may also teleport once per day to an unoccupied space 5ft from a  creature affected by a shadow sigil.

 

 

Actions

Multi attack . You can make three tendrils attacks or tendril and jab

tendrils.tendrils: +8 to hit, reach 15 ft., 1 target. Hit: 32 (6d8 + 5) piercing damage. 

Jab. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 36 (8d8 + 10) bludgeoning damage. 

Bonus Actions

Creation is a bonus action you can create 1 to 5 pound objects from the palm of your hand

Reactions

Shadows grin once per turn when a melee slashing attack hits you can cause a mouth to open up where they strike they then my succeed on a charisma saving throw where are used a reaction to walk there Half their movement speed away from you

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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