Shadowfell spirits are but one of the many creatures dwelling in the plane of the Shadowfell. While not all are malevolent, some very much are, and drawing their ire is a dangerous feat. These appear to be a large cloud of violently dark shadow, sometimes crackling with flickers of light from within. Its extremities extend into hooked talons, and viewing it from an angle reveals some kind of head-shape with huge curved horns like those of a ram, with a small pair of violet-glowing eyes between them.
Shadowy Entity. Shadowfell spirits have little physical presence, and leave no body behind if they perish. They appear to be made up of tatters of fabric-like shadow, constantly in motion even when the spirit is still. Objects in their vicinity dim and darken, making them at home in almost-perfect blackness. Hatred of Light. Shadowfell spirits almost universally despise bright sources of light, shunning them or trying to extinguish them if possible. If present on the Material Plane, this extends to the sun itself, and many have perished futilely attempting schemes to extinguish or block its light. They will often take refuge in dark, hidden places and venture forth only at night-time. Extraplanar Nature. Shadowfell spirits do not require air, food, drink, or sleep. Some (as in this adventure) demand sacrifices be made to them, but in this instance they gain power from the nature of worship received rather than actual physical nourishment. SHADOWFELL SPIRIT Large fiend, neutral evil Armour Class 14 (natural armour) Hit Points 32 (5d10 + 5) Speed 20ft., fly 60ft. (hover) STR 13 (+1); DEX 16 (+3); CON 12 (+1); INT 16 (+3); WIS 10 (+0); CHA 16 (+3) Proficiency bonus +2 Skills Stealth +7 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120ft., passive Perception 10 Languages Infernal, telepathy 120ft. Challenge 3 (700 XP) Light Sensitivity. While in bright light, the Shadowfell spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Movement. The Shadowfell spirit can move through any shadow cast, teleporting up to 30 feet between two shadows and immediately taking the Hide action as a bonus action each round. Shrouded. All non-magical light sources within 40 feet of the Shadowfell spirit are darkened. If an item would emit bright light, it emits only dim light to the same radius. If an item would emit dim light, it illuminates the 5-foot square the object is in with dim light. Magical light sources are unaffected. ACTIONS Slashing Talons. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 7 (1d8 + 3) slashing damage, and 5 (2d4) necrotic damage. The target must succeed on a DC 10 Constitution saving throw, or its maximum hit point damage is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this reduces its maximum hit points to 0. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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