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A-r-k-l-i-t-e — Shadowmire [🤖]

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Published: 2024-02-05 06:22:46 +0000 UTC; Views: 429; Favourites: 12; Downloads: 2
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Description Shadowmire

Medium monstrosity, neutral evil

Armor Class 15 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft., climb 30 ft., swim 40 ft.

STR 14, DEX 18, CON 12, INT 15, CHA 14

Skills Stealth +8, Perception +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages understands Common but can't speak
Challenge 7 (2,900 XP)

Traits

Shadow Camouflage. Shadowmire can take the Hide action as a bonus action while in dim light or darkness.

Shadow Step. Once per turn, as a bonus action, Shadowmire can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness.

Illusory Duplicate. Shadowmire can create a single illusory duplicate of itself as a bonus action. The duplicate lasts for 1 minute or until destroyed. The duplicate has 1 hit point, and attacks against it have disadvantage. Once used, this ability can't be used again until Shadowmire finishes a short or long rest.

Actions

Multiattack. Shadowmire makes two attacks: one with its bite and one with its tail whip.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage.

Tail Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Enveloping Darkness (Recharge 5–6). Shadowmire casts magical darkness in a 20-foot radius centered on itself. The darkness lasts for 1 minute, moves with Shadowmire, and spreads around corners. No natural light can illuminate the area, and nonmagical light can't illuminate it either. Creatures with Darkvision can't see through this darkness, and only Shadowmire can see normally.

Legendary Actions

Shadowmire can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Shadowmire regains spent legendary actions at the start of its turn.

  • Move. Shadowmire moves up to its speed without provoking opportunity attacks.
  • Tail Attack. Shadowmire makes a tail whip attack.
  • Dark Whisper (Costs 2 Actions). Shadowmire whispers in an eerie, disembodied voice, audible only to one creature of its choice within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Shadowmire is designed to be a challenging and versatile opponent for a D&D party, capable of engaging in direct combat and employing tactics that require players to adapt and think creatively. Its abilities are themed around shadows and deception, making it a formidable foe in environments where it can exploit darkness to its advantage.

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