Large Undead, Neutral Evil
Armor Class 18 natural armor
Hit Points 230 (20d10 + 120)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws CHA +6
Skills Arcana +22, History +14, Insight +15, Perception +15
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Truesight 120 ft., Passive Perception 10
Languages Common, Draconic, Elvish, Infernal
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shadow Senses. The aspect can see through any kind of darkness, natural or magical, completely unhindered. Likewise, its gaze penetrates mists, dust, and similar phenomena that would normally reduce vision, natural or magical, completely uninhibited. While in dim light or darkness, the aspect has advantage on all Wisdom (Perception) checks.

Shadow Nature. The aspect can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the aspect can pass through it without squeezing. Drenched in Despair. Any creature that starts its turn in the same space as the aspect must succeed on a DC 19 Wisdom saving throw or become stunned until the start of its next turn. If a creature stunned in this way starts its turn in the same space, it takes 14 (4d6) necrotic damage and the aspect regains the same amount of hit points.

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

Actions

Multiattack. The aspect attacks twice with its Shadow Hand. If Blood Vapor is available, it replaces one Shadow Hand attack.

Shadow Hand. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (5d8 + 6) necrotic damage. The target must succeed on a DC 19 Strength saving throw or be pulled by the shadow hand by up to 10 feet towards the aspect.

Blood Vapor (Recharge 5-6). The aspect targets a creature it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or be drained of blood through its eyes and nostrils. On a failed save, the target takes 33 (6d10) necrotic damage and has its Constitution score reduced by 2 (1d4). On a successful save, the target takes only half as much damage and does not have its Constitution score reduced. The aspect heals for the amount of damage taken by the target. If a target’s Constitution score falls to 0, it dies. A target regains 2 (1d4) of its lost Constitution at the end of a long rest until it reaches its original Constitution score.

Legendary Actions

The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aspect regains spent legendary actions at the start of its turn. Move. The aspect can move up to its movement speed without provoking opportunity attacks. Deathly Stare. The aspect turns its burning gaze onto a target it can see. The target must make a DC 15 Wisdom saving throw or be frightened until the end of its next turn. Misty Movement (2 actions). The aspect can teleport anywhere in the mists it can see.

uselesstiefling

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