Medium Fey, Unaligned
Armor Class 20 Shade
Hit Points 20 (2d20)
Speed 60 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +11, DEX +11, CON +11, INT +11, WIS +11, CHA +11
Senses Passive Perception 15
Languages --
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Born of Void. The Cloaked Marauder gains 1 unit of Soul which fills the void each time it hits a creature. 

Soul Vessel. The Cloaked Marauder can use up to 9 units of soul per action. It can hold up to 18 units max. 

Strange Health. The Marauder has 20 HP, and only takes 1 damage no matter what the attack damage is. When recovering any amount of health, the Marauder heals 1 HP for each die rolled. 

Cursed. Damage dealt by the Marauder can't be healed from using potions or magic. 

Bleed. When the Marauder hits a target using its melee weapon, the target loses 1d8 hitpoints at the beginning of their turns. 

Warped Casting. The Marauder can only cast 3 spells, which are unheard of to other realms. 

Actions

Multiattack. The Marauder makes a total of 4 melee attacks and/or spell attacks. It can also choose to make an Artisan melee attack in place of 2 attacks. It can only use one artisan attack per action. 

Focus. Consume 3 soul. The Marauder heals for 2 hp. 

Deep Focus. Consume 6 soul. Heal for 8 hp. The Marauder cannot use bonus actions if it uses this ability. 

--Basic attacks--

Basic Slash. 5 ft range, +16 to hit, 3d8+6 slashing damage. 

Down Slash. 5 ft range, attacks downwards and bounces the Marauder 5 ft upwards, +16 to hit 3d8+6 slashing damage. 

Up Slash. 5 ft range, attacks upwards. +16 to hit, 3d8+6 slashing damage. Can be used again as a bonus action if used as part of a multiattack attack. 

--Spells--

Note that using any spell consumes 3 units of Soul.

Shade Soul. Deals damage in a 30 ft line that is 10 ft tall. Creatures in this line must succeed a DC 19 Dexterity save, taking 9d8+16 Necrotic damage on a failed save or half as much on a success. 

Desolate Dive. Deals damage to every creature standing on the ground and every creature in a 5 ft column around the Marauder, and twice to any creatures within both areas. Targets must make a DC 19 Dexterity saving throw, taking 8d8+8 Necrotic damage on a failed save or half as much on a successful on. After making a Desolate Dive attack, the Marauder enters Shade form, meaning they take no damage from the next attack. 

Abyss Shriek. All creatures that can hear the Marauder must make a DC 19 Constitution saving throw. All creatures that needed to attempt this save take 7d8+6 Thunder damage. All creatures that failed the saving throw are knocked prone. 

--Artisan attacks--

Great Slash. Range 15 ft, +18 to hit, 8d8+12 slashing damage. Target is pushed back 5 ft. 

Dash Strike. Range 30 ft, +18 to hit, 8d8+12 slashing damage. Move towards the target by up to 30 ft. This does not consume movement. 

Whirlwind Slash. Range 5 ft, all targets within 5 ft of the Marauder must make a DC 21 Dexterity save. Targets take 4d8+9 slashing damage on a failed save, or none on a success. 

Bonus Actions

Quick Focus. Consume 3 soul. The Marauder heals for 2 hp. 

Up Slash. The Marauder makes an Up Slash attack. 

Reactions

Parry. When attacked with a melee attack, the Marauder can attempt to parry it. It makes a melee attack against the attacker, and whichever rolls higher to hit wins. The loser doesn't deal damage, and the winner makes a melee attack which cannot be parried.

Movement*. At the end of any creature's turn, the Marauder can move 15 ft. This does not count towards its reactions. 

Shadecloak. As a reaction to an enemy using an attack or magic action, the Maruder can choose to enter Shade form for 12 seconds. In this form, it cannot take damage. If the Marauder moves through an enemy in this form, that enemy takes 12 piercing damage which cannot be avoided. 

Description

The Cloaked Marauder is a servant of the Infected King. It uses its melee attacks to absorb its enemies soul, and uses that soul to deal damage and heal.

The_Legender110

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