Legendary Resistance: 3/day if the Apex Shadowstalker fails a DC saving throw, it can choose to succeed instead.
Agile Climber. The shadowstalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Evasion. If the shadowstalker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Shadowmeld Resilience. The Apex Shadowstalker has advantage on saving throws against spells and effects that would restrict its movement or confine it within an area. Additionally, if the Apex Shadowstalker succeeds on a saving throw, it can choose to teleport to an unoccupied space of its choice within 60 feet as a reaction.
Actions Multiattack. The shadowstalker makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 8) piercing damage plus 18 (4d8) necrotic damage.
Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 8) slashing damage.
Shadow Stealth. While in dim light or darkness, the shadowstalker can take the Hide action as a bonus action. Eg. If the character succeeds on the Stealth check and their total exceeds the passive Perception score of any creatures they are trying to hide from or the active Perception checks of those creatures, they become effectively hidden. This means that until they are detected or their position is revealed, they have advantage on attack rolls against enemies who can't see them, and enemies have disadvantage on attack rolls against them.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 8) piercing damage plus 18 (4d8) necrotic damage.
Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 8) slashing damage.
Legendary Actions The shadowstalker 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 shadowstalker regains spent legendary actions at the start of its turn.
- 1 Claw attack (Costs 1 Action)
- Move up to half its speed (Costs 1 Action)
- Shadow Leap. (Costs 1 Action) The shadowstalker teleports up to 60 feet to an unoccupied space it can see. If it is already obscured by darkness or behind something large enough to conceal it, it is automatically hidden at its new location, provided it is not in a brightly lit area.
- Nightmare Veil (Costs 2 Actions). The shadowstalker surrounds itself with an aura of darkness and shadows in a 20-foot radius. The area becomes heavily obscured, and creatures within the area are blinded. The aura lasts until the end of the shadowstalker's next turn.
Mythic Action Name. 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
The Apex Shadowstalker is a fearsome and imposing creature that strikes terror into the hearts of those who face it. Standing at a towering height, its lean and muscular form moves with unnatural grace, as if it is part of the very shadows that surround it. Its body is covered in sleek, midnight-black scales that seem to absorb light, rendering it almost invisible in dimly lit environments.
Its eyes, glowing with a sinister crimson light, pierce through the darkness, instilling a sense of unease in anyone who meets its gaze. Long, razor-sharp claws extend from its hands and feet, ready to rend and tear through its adversaries with deadly precision. Its mouth reveals rows of serrated fangs.
The Apex Shadowstalker exudes an aura of palpable malevolence, as if it is a creature born from the darkest nightmares. Shadows seem to cling to its form, shifting and swirling around it, creating an eerie and otherworldly presence. It moves swiftly and silently, effortlessly scaling walls and leaping great distances with uncanny agility, always remaining one step ahead of those who seek to confront it.
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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