Medium Humanoid (Elf), Neutral Evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 30 ft., Swim 40 ft.
STR
8 (-1)
DEX
17 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws DEX +9, CON +8, WIS +10, CHA +10
Skills Perception +16, Stealth +9
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 25
Languages Abyssal, Common, Draconic, Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The soul monger can breathe air and water.

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

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

Innate Spellcasting. The soul monger’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: chill touch (3d8 damage), poison spray (3d12 damage)

1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming

Magic Resistance. The soul monger has advantage on saving throws against spells and other magical effects.

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

Weight of Ages. Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature’s next turn.

 

Actions

Multiattack. The soul monger makes two phantasmal dagger attacks.

Phantasmal Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger’s next turn.

Wave of Weariness (Recharge 4-6). The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 18 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 22 (5d8) psychic damage.

Change Shape. The soul monger magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the soul monger's choice). In a new form, the soul monger retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The soul monger 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 dragon regains spent legendary actions at the start of its turn.

Detect. The soul monger makes a Wisdom (Perception) check.

Dagger attack. The soul monger makes a phantasmal dagger attack.

Cantrip. The soul monger casts a cantrip.

Description

Styxian soul mongers haunt the putrid waters of the River Styx throughout its nearly infinite length. Its eyes glow with a lurid yellow light.

Lair and Lair Actions

Soul mongers do not like to leave their native plane, but if one is forcibly brought to the Material Plane, it will thrive in fetid water. They normally subsist on the flesh of fiends, but enjoy eating any meat—particularly rotting carrion.

Lair Actions

On initiative count 20 (losing initiative ties), the soul monger takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the soul monger can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the soul monger chooses within 120 feet of it. The cloud spreads around corners and remains until the soul monger dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point the soul monger chooses within 60 feet of it, filling a 15-foot-radius sphere until the soul monger dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

When on the material plane, the region containing a soul monger’s lair is warped by the soul monger’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants take on a fiendish appearance, growing warped and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the soul monger that drink such water regurgitate it within minutes.
  • Beasts living within 6 miles of the lair are corrupted; every full 24 hours a beast spends in the region they must make a DC 18 Consitution saving throw. On a failure their alignment changes to neutral evil and they gain resistance to poison and advantage on saving throws against being poisoned.

If the soul monger dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/17/2019 11:20:03 AM
25
1
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Coming Soon

Monster Tags: fiend

Habitat: SwampUnderdark

Lord_Gradoc

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