Shadow Monsters
Shadow Monsters
Special Traits
•Shadow Teleport. The shadow can teleport to a location of dim light or darkness
within 30 ft. as a bonus action, 1/minute.
•Dreams of Darkness. After stunning someone for three rounds, the shadow can
induce sleep on their victim. Over the course of an hour, their victim falls deeper into
sleep until their soul goes to the shadow plane. They are effectively dead.
•Shadow Possession. The shadow can possess anyone it’s placed into a magical
sleep or any dead body. The body has the same statistics as a zombie and the shadow
is expelled when the body is destroyed. As an action, it can attempt to take over a
living creature who’s stunned, paralyzed, or sleeping. The target must make a DC 15
Charisma saving throw.
Actions
•Spear. +5 to hit (d6+2+d10 necrotic)
•Phalanx Attack. Three shadows can make an attack together. They roll 3d20 and
take the highest, gain 15 ft. reach, and deal 2d10 extra necrotic damage. If the attack
crtiicals, the target must make a DC 16 Constitution saving throw or have a random
limb paralyzed for 24 hours. If two limbs would be paralyzed, the target is also fully
paralyzed for 1 minute.
•Grim Memories. The shadow can take on the face of a character from their target’s
memories as an action. That target must make a DC 16 Charisma saving throw or be
stunned for a round. If anyone attacks that shadow before the shadow’s next turn, then
the target is compelled to attack the attacker on their next turn.
The shadow demon, aka Umbral Daemon, is not a proper shadow and as such it has a
corporeal form. Its body is thin and muscular, covered in scabs and thorny growths. It exudes
shadow at all times. Its true face is hollow with no eyes, just a knot of muscles around a skull.
Bodak
Medium undead, chaotic evil
Special Traits
•Aura of Obliteration. The bodak is surrounded by an annihilating aura of obliteration.
All creatures other than undead and fiends that start their turn within 30 feet of the
bodak take 9 (2d8) necrotic damage. The bodak can emit or suppress this aura using a
bonus action.
•Gaze of Orcus. If a creature starts its turn within 30 ft. of the bodak and the two of
them can see each other, the bodak can force the creature to make a DC
12 Constitution saving throw if the bodak isn’t incapacitated. On a failed save, the
creature drops to 0 hit points, unless it is immune to the frightened condition. On a
success, the creature takes 22 (4d10) psychic damage. A creature that is slain by the
bodak’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of
its turn. If it does so, it can’t see the bodak until the start of its next turn, when it can
avert its eyes again. If it looks at the bodak in the meantime, it must immediately make
the save.
•Sunlight Antipathy. The bodak takes 5 radiant damage when it starts its turn in
sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
•Multiattack. The bodak can use its Scornful Glare and makes two Slam attacks.
•Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4)
bludgeoning damage and 13 (3d8) necrotic damage.
•Scornful Glare (recharge 4–6). The bodak targets one creature it can see within 60
feet of it. If the target can see the bodak, it must attempt a DC 12 Wisdom saving
throw. The creature takes 22 (4d10) necrotic damage and is frightened for 1 minute on
a failed save. On a successful save, the creature takes half as much damage and is
not frightened.
SHADOW DANCER – 5e Stats
Medium humanoid (elf, shadar-kai), neutral
Armor Class 15 (studded leather)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
Proficiency Bonus +3
Proficiency Bonus +6 (5th Edition Advanced Mode)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 11 (+0) 12 (+1) 12 (+1)
Saving Throws Dex +6, Cha +4
Skills Stealth + 6
Damage Resistances necrotic
Condition Immunities charmed, exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish
Challenge 7 (2900 XP)
Fey Ancestry. The shadow dancer has advantage on saving throws against being charmed,
and magic can’t put the drow to sleep.
Shadow Jump. As a bonus action, the shadow dancer can teleport up to 30 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. The shadow dancer can use this ability between the
weapon attacks of another action it takes.
ACTIONS
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near
its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait
is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is
incapacitated or has a speed of 0.
Actions
Multiattack. The displacer beast makes two attacks with its tentacles.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
plus 3 (1d6) piercing damage.
Balhannoth
Large aberration
·
Chaotic Evil
Armor Class:
17 (natural armor)
hit Points:
114 (12d10 + 48)
Speed:
25ft.
Str
17
Dex
8
Con
18
Wis
15
Int
6
Cha
8
Saving Throws:
Con: +8
Skills:
Perception +6
Condition Immunities:
blinded
Senses:
blindsight 500 ft. (blind beyond this radius), passive perception 16
Languages:
understands Deep Speech, telepathy 1 mile
Challenge:
11
Traits
Legendary Resistance (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four
tentacle attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning
damage, and the target is grappled (escape DC: 15) and is moved up to 5 feet toward the balhannoth.
Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other
targets. The balhannoth has four tentacles.
Legendary Actions
Multiattack. : The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four
tentacle attacks.
Bite. : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.
Tentacle. : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning
damage, and the target is grappled (escape DC: 15) and is moved up to 5 feet toward the balhannoth.
Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other
targets. The balhannoth has four tentacles.
Lair Actions
When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative
ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't
use the same lair action two rounds in a row:
The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in
the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind
the balhannoth has read (see Regional Effects below). The transformation affects nonliving material
only and can't create anything with moving parts or magical properties. Any object created in this area
is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are
obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair
action again.
The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom
saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied
space of the balhannoth's choice within 60 feet of it.
The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom
saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the
balhannoth attacks the target.
Regional Effects
A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which
creates one or more of the following effects:
Creatures within 1 mile of the balhannoth's lair experience a sensation of being close to whatever they
desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair.
The balhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether
those desires involve a place: a safe location to rest, a temple, home, or somewhere else.
Saving Throws Con +4
Condition Immunities charmed, frightened
Resistances: P, B, & S from non-cold iron weapons
Senses truesight 30 ft., passive Perception 16
Languages Anito, Sylvan, telepathy 90 ft.
Challenge 6 (2,300 XP)
Incorporeal Movement. The anito 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.
Innate Spellcasting. The anito's innate spellcasting ability is Charisma (spell save DC 15). The anito
can innately cast the following spells, requiring no material components:
At will: druidcraft, hex
3/day each: bestow curse, blight, greater invisibility, moonbeam
1/day: dispel magic
Magic Resistance. The anito has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The anito makes two spectral claw attacks.
Spectral Claw. Melee Spell Attack: +6 to hit, reach 15 ft., one target. Hit: 16 (2d12 + 3) slashing
damage.
This Sluagh possesses a cloak that acts as a portal to a pocket of the Shadowfell called the Deep Dark.
It can summon shadows from this cloak once per day. Others can enter the Shadowfell through this
cloak.