Medium Humanoid, Chaotic Evil
Armor Class 20 plate
Hit Points 80 (8d10 + 4)
Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws STR +8, CON +7, CHA +8
Damage Immunities Necrotic
Senses Darkvision 60ft, Tremorsense 20ft, Passive Perception 15
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

shadow travel: as free action on her turn and as a reaction Shes able to teleport to any shadow she sees within 20ft of her. Doing so will increase her exhaustion level by one. 

shadow manipulation.  she's able to control shadows that are within 20ft of her making them become tangible and able to make contact with physical things. for every increment of 5 feet the shadow is away from her the dc of her ability decreases by one and damage rolls decrease by one dice per 5ft. she can manipulate shadows as a bonus action on her turn however she gains one level of exhaustion by doing this.

shadow defense:  entering this stance is a bonus action to enter and exit. while in this stance her movement decreases to zero and she cannot manipulate shadows that are not her own. while taking this stance she cannot use any shadows to attack offensively. however, her defensive ability's take a dramatic increase. the ac granted by shadow guard is increased by 2 and she gains resistance to slashing bludgeoning and piercing damage. 

Actions

Action Name. when she takes the attack action she can attack twice with Ethier her sword or bow 

Action Melee Attack. sword +9  to hit, reach 5 ft.,  Hit: 13 (2d6 +5) [slashing ] damage. 

Action Ranged Attack. bow Attack: +7 to hit, range 120/360 ft.,. Hit: # (1d10+3) [piercing] damage.

shadow hold: by causing the shadow around the target to constrict Shes able to restrain the target. a target must make a dc 18 str check to escape. she is able to use a bonus action to deal 5d6 bludgeoning damage to the target.

shadow pierce: by causing a shadow to become sharp you can attempt to run someone through. The target must make a dc 18 dex saving throw taking 5d6 piercing damage half on a pass. 


Bonus Actions

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

Reactions

shadow guard: by conjuring the shadows around her to act as a barrier she's able to increase her ac by 3 until the beginning of her turn 

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.

Description

Enter a general description for your monster here.

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.

jakedj

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