Medium Undead, Chaotic Evil
Armor Class 18 Plate
Hit Points 104 (16d8 + 4)
Speed 40 ft.
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
16 (+3)
WIS
18 (+4)
CHA
19 (+4)
Skills Intimidation +8, Perception +8, Stealth +8
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft, Passive Perception 17
Languages Undercommon (They can speak more languages, but they commonly speak in undercommon)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Multiattack. The Arhiman makes three attacks, two with its claws and one with the hidden blade.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 5) necrotic damage.

Hidden blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) necrotic damage, and the target's must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

 

Description

Arhiman is the name that recieves a class of greater shadows of the same rank as the lords of darkness. However, contrary to their brothers these creatures excel in physical combat instead of using spells. For this reason they are considered the champions of the shadowfell, dark knights equal to the death knights but specialised in finnese instead of brute force.

Their appearance is similar to their distant relatives, the death knights as they are armored figures clad in steel and shadows with glowing red eyes and with a humanlike face. Their armors are covered with dark rags make of darkness where they hide multiple blades and spikes.

Behaviour. The arhiman are usually linked with necromancers, cults and evil creatures. Ironically their personalities are full of contradictions, as they are cruel and show mercy at the same time or be vicious enemies but seek to speak before a fight sparks. Sometimes they stablish relations with mortals that they consider interesting, although their fickle personalities may seem erratic, so they usually are left alone in the shadowfell.

In combat an Arhiman favour sneak attacks and will try to blend with the shadows to harras their targets with quick attacks before hiding again. These creatures never attack recklessly, and before making an assault they will study their foes to understand their roles, powers and relationships. For example if they can take the love one of a barbarian to lure him into a trap they will, if they spot a crusader or a priest of a good deity they will avoid disadvantageous situations.

 

Monster Tags: undead

jorgemargenat

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