Medium Or Small Undead (Thri-Kreen), Chaotic Evil
Armor Class 6 Natural Armor
Hit Points 300 (21d8 + 50)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
17 (+3)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Skills Acrobatics +7, Athletics +7, Perception +7, Stealth +10, Survival +7
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Passive Perception 15
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Undead Ancestry. Is immune to being charmed, and magic can't put it to sleep.

Undead Fortitude. If damage reduces Cicada to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the Cicada drops to 1 Hit Point instead.

Undying. At the beginning of every one of its turns, Cicada heals 2d10 damage. When Cicada is reduced to 0 hit points. They remain motionless, but after 1 hour, no matter how disfigured or destroyed their body is fully recovered. 

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

Shadow Dagger Curse. Cicada must make a DC 14 Con save, and if they fail they must use the Shadow Dagger weapon. 

Actions

Multiattack. Cicada makes one Shadow Dagger and one Chatkcha attack, or two of one weapon. Cicada can also make 2 force strikes after. 

Shadow Dagger. Melee Attack: +/-7 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 3) piercing damage plus (2d10) necrotic damage. If Cicada lands a Crit with this attack they deal 4d4P+5 instead. This dagger will always be in the user's hand once their turn starts. 

Chatkcha. Ranged Weapon Attack: +7 to hit (with advantage if the thri-kreen is missing any hit points), range 30/120 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 12 (2d10) necrotic damage. If Cicada lands a Crit with this attack, they deal 3d6S+5 instead. Hit or Miss: The chatkcha magically returns to Cicada's hand immediately after a ranged attack.

Force Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d4) force damage.

Bonus Actions

Leap. Cicada leaps up to 20 feet in any direction, provided its speed isn't 0.

Emitting Darkness. Cicada can cast the darkness spell. He can only use this spell once per day.

Shadow Jump. Cicada teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.

Reactions

Shadow Jump. Cicada teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Darkness does not affect this ability. 

Description

No

Lair and Lair Actions

When Cicada is in darkness they are able to certain actions. 

Binding Shadows. Cicada is able to pull entities from the shadows to grapple enemies. The target must make an Atheltics or Acrobatics check (DC 14)

Shuffle. Cicada forces everyone within 30ft. of him to swap places with each other.

Shadow Specters. Cicada summons 2d4 specters.

Shadow Spots. Cicada can set up temporary dark spots if light were to come over the darkness. These spots are impossible to lighten, but only remain for a minute.

DonovanMaue

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