Medium Aberration, Chaotic Evil
Armor Class 15
Hit Points 80 (10d8 + 40)
Speed 40 ft., Climb 40 ft.
STR
3 (-4)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Skills Insight +6, Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Truesight 60 ft., Passive Perception 10
Languages Common --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

True Reflection. The shadows true form only exists during its action, meaning it can only be targeted by reactions. Otherwise it remains as a (projected) flat black circle with a 5 ft. radius that is immune to all types of damage. In its true form, it appears as a misty shadow in the shape of a middle-sized humanoid woman with two glowing red eyes hovering 5 ft. above its alternate form.

Dirac Sea. If the shadow moves into the space below a creature or the creature begins its turn standing on top of the shadow, the creature has to make a DC 16 dexterity saving throw. If it fails, the creature sinks into the shadow, takes 12 (1d10+7) force damage and is considered restrained. The creature has to repeat the saving throw at the start of each of its turns. On a success, the creature is no longer restrained and is standing on top of the shadow. On each consecutive failure however it takes 5 (1d10) additional force damage up to 22 (3d10+7). After three consecutive failures the creature is completely submerged. The space into which the creature sinks into is considered extradimensional.

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Nomkh

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