Medium Humanoid (Changeling), Typically Neutral Evil
Armor Class 18 (studded leather)
Hit Points 250 (21d8 + 42)
Speed 30 ft., Climb 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
19 (+4)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws DEX +9, WIS +8, CHA +6
Skills Perception +7
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Elvish
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Fey Ancestry. Angvar has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Change Appearance. Angvar can use his action to polymorph into a Medium humanoid he has seen, or back into his true form. Its statistics, other than its size, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if it dies.

Devil’s Sight. Magical darkness doesn’t impede Angvar's darkvision.

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

Soul Thirst. When it reduces a creature to 0 hit points, Angvar can gain temporary hit points equal to half the creature’s hit point maximum. While Angvar has temporary hit points from this trait, it has advantage on attack rolls.

Cloak of Displacement. Angvar wears a Cloak of Displacement, causing any creature to have disadvantage on attack rolls made against him.

Weight of Ages. Any Beast or Humanoid (except an elf) that starts its turn within 5 feet of Angvar has its speed reduced by 20 feet until the start of that creature’s next turn.

Shadow Magic. Angvar draws from the Shadow Weave, a magic source native to the Shadowfell. For the purpose of Dispelling, any spells with the Shadow identifier in its name or effect, counts as two levels higher as Weave energy is diametrically opposed to and finds it difficult to affect the Shadow Weave. In the case of Angvar's Wall of Shadow, a successful Dispel or similar effect will create an opening in the wall that a creature may pass through unharmed so long as the creature dispelling maintains concentration.

Actions

Multiattack. Angar makes three attacks or one attack and casts one spell.

Shadow Sword. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 18 (5d6 + 4) necrotic damage.

Shadow Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 4) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the end of Angvar's next turn. Hit or Miss: The dagger magically returns to the Angvar’s hand immediately after a ranged attack.

Eldritch Blast (Cantrip). Ranged Spell Attack: +9 to hit, range 120 ft., one creature. Hit: 15 (2d10+4) force damage.

Spellcasting. Angvar casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):

2/day each: bestow curse, finger of death, wall of force*, seemingarmor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar.

Wave of Weariness (Recharge 4–6).  Angar emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes half as much damage and doesn’t gain a level of exhaustion.

Summon Shades. Once per Long Rest, Angvar can will enemies' shadows to detach themselves and attack at his behest He summons 1d8 Shadow to attack his enemies.

*Wall of Shadow. Instead of a Wall of Force, a wall of thick shadowstuff appears on a solid surface of Angvar's choice. The wall counts as Difficult Terrain and any creature that attempts to traverse it must take (4d6 + 4) Necrotic damage when it enters the wall for the first time on a turn or if it ends its turn there. The wall lasts for 1 minute or until Angvar is reduced to 0 hit points.

Bonus Actions

Shadow Step. Angvar teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied shadow. He then has advantage on the first attack he makes before the end of the turn.

Hound of Ill-Omen. Once per day, Angar can summon a hound of ill-omen within 120 feet of him. The hound uses dire wolf statistics. The hound appears within 30 feet of a chosen target. Roll initiative for the hound. The hound lasts until it is reduced to 0 hit points or after 5 minutes.

Reactions

Uncanny Dodge. Angvar halves the damage that it takes from an attack that hits it. He must be able to see the attacker.

Legendary Actions

Angvar can take up to two legendary actions between each of his turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Angvar has the following legendary action options, some of which expend more than one action when taken:

Darkness (Costs 2 Actions). A 15-foot radius of magical darkness extends from a point Angvar can see within 60 feet of him and spreads around corners. The darkness lasts as long as Angvar maintains concentration, up to 1 minute. A creature with darkvision can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

Attack (Costs 1 Action). Angvar makes one Shadow Dagger or Eldritch Blast attack.

Shadow Step (Costs 1 Action). Angvar teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied shadow. He then has advantage on the first attack he makes before the end of the turn.

Description

XXXX

Monster Tags: Shapechangerundead

Habitat: UnderdarkUrban

Wraith182

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