SGttEH 337
Skulking shades—grotesque amalgamations of corporeal flesh and shadows—rarely dare to encroach upon the luminous Luyarnha, as if the city's radiance terrifies them. Yet, as the city teeters further and further into the abyss, these nefarious beings have begun to increasingly venture past its walls, particularly in the poorly defended Ruby District, drawn to the banquet of organs innocent mortals offer.
Muddled Origins. Chilling rumors whisper that skulking shades are the progeny of forgotten deities, unleashed upon this reality as punishment for the hubris of mortals who think they can ignore the gods, or even rival them. Other tales tell of these spectral beings as the vestiges of the ancient human empire, neighbors to Luyarnha long ago before its cataclysmic fall, now returning as harbingers of vengeance. Others posit that they are the restless spirits of warriors fallen during the wars, given form anew, eternally thirsting for blood. Whatever the truth may be, dark wielders of death's power have been known to call forth such skulking shades in battle, summoning them from the deepest shadows of this world.
MOD | SAVE | ||
---|---|---|---|
STR | 21 | +5 | +8 |
DEX | 14 | +2 | +2 |
CON | 17 | +3 | +3 |
MOD | SAVE | ||
INT | 7 | -2 | -2 |
WIS | 14 | +2 | +2 |
CHA | 5 | -3 | -3 |
Cull the Herd. The shade has advantage on attack rolls against creatures which are within 5 feet of one of that creature’s allies or against creatures that it is grappling.
Organ Ripper. Whenever the shade scores a critical hit against a creature with a melee attack, the target takes an additional 11 ( 2d10 ) piercing damage. If the attack reduces the target to 0 hit points, the shade rips out a vital organ from the creature (such as the heart or brain), recharges its Death Breath, and the creature dies.
Shadow Stealth. While in dim light or darkness, the shade can take the Hide action as a bonus action.
Multiattack. The shade makes three melee attacks, only one of which can be with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. The shade regains hit points equal to the damage dealt.
Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by the shade. Hit: 14 (2d8 + 5) bludgeoning damage.
Snatch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage and the target is grappled (escape DC 16). The shade can then fly up to its flying speed without provoking opportunity attacks.
Death Breath (Recharge 5-6). The shade exhales a breath of deathly energy in a 30-foot cone. Each creature in the area must make a DC 14 Constitution saving throw, taking 22 ( 4d10 ) necrotic damage on a failure, or half as much damage on a success. All non-creature organic material in the area, such as plants, wood, or food, begin to rot and wither.