Marshadow (5e Creature)

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Marshadow

Small undead, chaotic neutral


Armor Class 18 (natural armor)
Hit Points 247 (33d6 + 132)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 18 (+4) 21 (+5) 13 (+1) 17 (+3)

Saving Throws Wis true
Skills Stealth +18
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 11
Languages Common, Primordial
Challenge 18 (20,000 XP)


Technician. When Marshadow rolls a 1 or 2 on a damage die, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Shadow Step. While in dim light or darkness, Marshadow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Shadow Stealth. While in dim light or darkness, Marshadow can take the Hide action as a bonus action.

Shadow Blend. While in dim light or darkness, Marshadow can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until Marshadow uses a bonus action to end it or until Marshadow attacks, is in bright light, or is incapacitated.

Shadow Sight. Magical darkness doesn't impede Marshadow's darkvision.

Sunlight Weakness. While in sunlight, Marshadow has disadvantage on attack rolls, ability checks, and saving throws.

ACTIONS

Multiattack. Marshadow makes two Shadow Punch attacks, and uses Spectral Thief if it can.

Shadow Punch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage plus 7 (2d6) necrotic damage.

Spectral Thief (Recharge 4-6). Marshadow makes one Shadow Punch attack against a creature within 5 feet of it. If it hits, the target becomes cursed by Marshadow until the end of its next turn. While cursed, the target must roll a d6 and subtract the number rolled from any ability check or attack roll it makes.

Soul-Stealing 7-Star Strike (1/day). Melee Weapon Attack. +12 to hit, reach 5 ft., one creature. Hit: 11 (2d4 + 6) bludgeoning damage plus 45 (10d8) necrotic damage, and the target must succeed on a DC 20 Charisma saving throw or have disadvantage on attack rolls, ability checks, and saving throws for 1 minute. During that time, Marshadow has advantage on all attack rolls, ability checks, and saving throws. The creature can repeat the saving throw at the start of each of its turns, ending the effect on a success.


LEGENDARY ACTIONS

Marshadow can take 3 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. Marshadow regains spent legendary actions at the start of its turn.

Shadow Teleport. If it is in dim light or darkness, Marshadow teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness.

Shadow Punch. Marshadow makes one Shadow Punch attack.

Spectral Thief (Costs 2 Actions). Marshadow recharges its Spectral Thief and uses it.

Phantom Force (Costs 3 Actions). Marshadow turns invisible until the end of its next turn, it can fill its space with magical darkness until the start of its next turn, and it can teleport up to 60 feet to an unoccupied space it can see that is in dim light or darkness. Any time until the start of its next turn, it can use its reaction to make a Shadow Punch attack with advantage.

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Marshadow Source

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