Shadow Beast (5e Creature)

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Large humanoid, unaligned


Armor Class 16 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 60 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 17 (+3) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +5, Con +5
Damage Vulnerabilities radiant
Damage Resistances psychic
Damage Immunities necrotic
Condition Immunities frightened
Senses passive Perception 10
Languages Cannot speak and does not understand language.
Challenge 4 (1,100 XP)


Grim Shriek. If another shadow beast is killed while one still lives, it can use a reaction to let out a loud shriek and revive them with full HP. Any target within 30 ft. of a Shadow beast must make a DC 15 Wisdom saving throw or be stunned for 1 round. If the saving throw is failed by 5 or more, the target is frightened until they successfully make the saving throw on one of their turns.

Grim Curse. If a creature is killed by a shadow beast, after a time period of one hour it will transform into another shadow beast.

ACTIONS

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) necrotic damage.

Variant: Shadow Guard

A Shadow Guard is a Twilight Guard that has been turned into a Shadow Beast, and often serves as Zant's personal guard. They have limited spell casting ability, their Charisma is a 17 and they have an AC of 18. If this variant is used, their CR becomes a 5.

Black Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 6 (1d8 + 3) necrotic damage.


Twisted beings under the thumb of the usurper king Zant or just warped via Twili magic, one thing remains the same: Shadow Beasts are mindless, wandering engines of destruction. If left alone, Shadow Beasts will wander aimlessly around, however when they detect a sentient creature they will viciously attack it until it is killed and turned into one of them. Usually attacking in packs, one single Shadow Beast can quickly become a major problem if their slaughter gets out of hand, as an army of Shadow Beasts is nearly unstoppable.



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