Large Aberration, Neutral Evil
AC 15    Initiative +5 (15)
HP 97 (13d10 + 26)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 21 +5 +8
CON 15 +2 +2
Mod Save
INT 9 −1 −1
WIS 13 +1 +1
CHA 12 +1 +4
Skills Perception +4, Stealth +11
Vulnerabilities Radiant
Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Blinded
Senses Darkvision (unlimited); Passive Perception 14
Languages Deep Speech (understands but cannot speak)
CR 5 (XP 1,800; PB +3)
Traits

One With Shadows. The nezinosh cannot be detected by creatures, even if they have Truesight, unless it reveals itself. The nezinosh reveals itself whenever it makes an attack, or if it steps into a Bright Light. In the first case, only the target of the attack can detect it. In the second case, the nezinosh can make a Dexterity (Stealth) check to stay hidden.

Incorporeal Movement. The nezinosh can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Haunted Prey. The nezinosh marks a creature that is within Darkness or a Dim Light and is within 60 feet from the nezinosh. The becomes a part of the shadow and cannot be perceived by others. Not only that, others won't even notice their disappearance. A marked creature will be subjected to the opposite effect: it won't be able to perceive anything other than the darkness around it.

These effects end within a minute after the nezinosh dies, flees, or kills its victim. 

Shadow Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) (2d4 + 5) psychic damage.

Monster Tags: abberationaberrationcontrollerambusher

Habitat: Planar (Abyss)Planar (Shadowfell)Underdark

Eri_no37

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