Void Room. The Souleaters are pure evil creatures filled with darkness, to challenge their prey any room they are in becomes a black void. The darkness acts somewhat like mist, no creature can escape the mist while a Souleater remains in the room. The darkness stretches 30ft in any direction from the center, if any creature goes too far it appears on the exact opposite side. All creatures excluding Souleaters can see only 10ft in any direction, and performing any range attack automatically has disadvantage if the attacker cannot see the target, projectiles also follow the rules of the room and flip walls. If playing with a map DM removes the Souleater but notes its location on a separate map or writes its coordinates down unless it's within a player's sight. While inside the void room the creatures bodies are still in the physical realm but they cannot sense what is happening in it, they cannot detect anything beyond the void room and cannot leave unless the Souleater dies. Time is frozen in the physical realm while the Souleater is alive. If they are incapacitated they leave the encounter but lose their soul unless the Souleater is killed.
Master of Fear. (This action can only be taken once out of turn Awakened This action can only be taken twice out of turn) If any creature remains frightened at the beginning of its turn the Blue Mask Souleater controls it using its fear. On their turn, the Souleater may move them up their movement speed and take one action they could normally take. While the blue mask Souleater is alive the DC for frightened creatures is a 14 WIS save. Awakened the save becomes a 16
Soul Energy. For each soul energy stolen, the Souleater has taken +1 to hit and +1 to each attack excluding Absorb. If the Souleater obtains 15 soul energy it can awaken, remove all souls, and follow Awakened rules on all attacks and abilities, Souleater can have a maximum of 15 Soul energy, and modifiers can only reach +6
Awakened. Can no longer infuse souls, +5 to all attacks, when this monster gains soul energy and recovers health equal to the target level times their constitution modifier the Souleater is surrounded by a red aura which makes it visible from 15ft in the darkness.
Souleater can take one action on its turn Awakened: +1 action per turn(cannot take the same action twice with the exception below, it cannot Multiattack twice in a turn)
Souleater can Multiattack only with Repulse and Soul Blasts, it can use either one twice or both with one action
Soul Blasts. Ranged magic attack: +2 to hit range 10/25ft 1-2 target Hit: 1-2 (1d12 +2) Necrotic damage. The Souleater throws two blue balls of light at opponents. Awakened attacks three times.
Absorb. RangedMagic Attack: Target makes CON saving throw target: 12 + 1 per soul, range 0/25 ft., 1-5 target. Hit: 1 (1-5d8 + 0) Necrotic damage. Attack dice changes based on targets, if there are two targets choose one to use two dice on and the other takes one. if three targets it uses one die on each, if only one target all three are used, for each successful hit add one soul energy. If this attack hits a red energy is taken from the opponent and goes to the Souleater, allowing the target to make a perception check (DC12) to locate the Souleater. Cannot be used while Awakened
Repulse. Melee Magic Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 0) Force damage. Target must make a DC15 STR save or be pushed 15ft and fall prone Awakened the Souleater uses this attack on every target within 5 ft of it.
Volley of Souls. RangedMagic Attack: +2 to hit, range 10/30 ft., 1-11 target. Hit: 1 (1d10 + 1) Necrotic damage. The Souleater can expend any number of souls
Havoc. range 5/15ft target must make a DC15 INT saving throw or suffer the following- target becomes frightened, suffers 10 psychic damage, cannot speak until it succeeds on the saving throw on the start of its turn, once it makes the save frightened goes away. Awakened psychic damage effects target at the start of every turn it's still suffering from havoc (this is only applied if the target suffered Havoc when the Souleater was awakened)
The Souleater can take one bonus action each turn.
Frighten. The Souleater screams at a creature in an attempt to frighten it, the target must be within 10ft with advantage against anything with a wisdom score lower than 12 and save DC is 15.
Conjure Souls. The Souleater gains 1 Soul energy
Soul Blast. The Souleater uses Soul Blasts but with only one bolt that deals (1D8 + 0)
One With Darkness. The darkness encases the Souleater and it disappears, appearing in any other place in the void room, opportunity can't be taken against this action.
Shield of Souls. (This Reaction can be used any and every time the Souleater is attacked but can only be used if the Souleater has at least one soul) The Souleater may spend any number of souls to shield itself from damage, -5 damage suffered per soul
The following Reactions can be used only ONCE on each opponent's turn after being attacked
Defensive Repulse. the souleater uses Repulse against the attacker
Punishment. The attacker takes 4 Necrotic damage and the Souleater gains a soul
Sick Laughter. Attacker makes a DC15 WIS saving throw or becomes frightened
The Souleater gains one Legendary Action every two turns, it does not lose any between turn and can use them at any point on its turn
Fear Me (Costs 1 Action). Frighten one opponent for two turns, cannot be stopped.
Stolen Power (Costs 2 Actions). Switch any 1 ability score or AC with an enemy creature for the rest of the encounter, you can switch something you already switched
Storm of Agony (Costs 3 Actions). Targets all enemies in the encounter, DC18 CON save, on a fail suffer 1(2d12 +1) Souleater gains 1 Soul energy per hit
Vanish (Costs 3 Actions). The Souleater flees the encounter and becomes invisible again, players return to their bodies.
Description
The Souleater is a humanoid figure that appears wearing a cloak of darkness, the mask depicts a wailing demon and is pure blue.
The Souleater is invisible in the physical world and can only be seen if it engages targets and can only be detected by Lv5 adventures or higher.
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.
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