Shapechanger. The shadow entity can use its action to polymorph into a Small or Medium humanoid it has seen or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Assassinate. During its first turn in combat, the shadow entity has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the entity scores against a surprised creature is a critical hit.
Evasion. If the shadow entity is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a successful save.
Sneak Attack (1/Turn). The shadow entity deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadow entity that isn't incapacitated and the shadow entity doesn't have disadvantage on the roll
Phasing (Recharge 6). The shadow entity can pass through walls and other solid barriers. It can move through a solid object as if it were difficult terrain. If it ends its turn inside an object, it takes 10 (3d6) force damage, and it is shunted to the nearest unoccupied space it can occupy.
Multiattack. The shadow entity makes two shortsword attacks
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 9) piercing damage.
Spectral Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: (2d8 + 2) necrotic damage.
Shadow Step (Recharge 5-6). The shadow entity magically teleports to an unoccupied space it can see within 60 feet.
Shadow Grasp. Melee Weapon Attack: +10 to hit, reach 20 feet., one target. Hit: 3d12 necrotic damage and the victim must make a DC 18 STR saving throw or be grappled. if grappled, every turn they must make a DC 20 Wisdom saving throw or take 4d12 necrotic damage. The damage increases by 1d12 every consecutive turn that they take damage. A grappled creature can be moved by the shadow entity in the hand up to 30 ft. each turn but must stay within 20 feet of the entity.
Uncanny Dodge. once per turn, the shadow entity can use their reaction to half any incoming damage from a single attack
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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.
Comments