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.
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.
Creation is a bonus action you can create 1 to 5 pound objects from the palm of your hand
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
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.