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Shadow Realm Essence

Huge monstrosity, neutral evil

Armor Class 21 (natural armor)
Hit Points 471 (23d20 + 230)
Speed 15 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (+4) 0 (+10) 2 (-4) 7 (-2) 1 (+0)

Saving Throws Con +17, Wis +5, Cha +7
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, Necrotic, poison
Condition Immunities blinded, charmed, deafened, Frightened
Senses passive Perception 15
Languages
Challenge 22 (41,000 XP)

Special Traits

  • Crystal Regeneration. A Shadow Realm essence spawns around large crystal outgrowths tainted by the power of the Shadow Realm. Once spawned, it tethers to these crystals, drawing in power to strengthen the creature. It gains 10 hit points per crystal it is attached to at the start of its turn. Max of 40 hit points.
  • Necrotic Aura. Any creature that starts its turn within 5 feet of the Shadow Realm essence takes 10 (3d6) necrotic damage.
  • Legendary Resistance (2/day). If the Shadow Realm essence fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack. The Shadow Realm essence makes two attacks. One with its bite and one with its slam.
  • Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) piercing damage and 27 (6d8) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum 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 effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as an Allip, unless the humanoid is restored to life or its body is destroyed.
  • Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 5) bludgeoning damage and 18 (4d8) necrotic damage.
  • Necrotic Burst (Recharge 5-6). The Shadow Realm essence erupts in a powerful aura of necrotic energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 19 Constitution saving throw, taking 93 (17d10) necrotic damage of a failed save, or half as much damage on a successful one.

Legendary Actions

The Shadow Realm essence can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Shadowfell Essence regains spent legendary actions at the start of its turn.

  • Move. The Shadow Realm essence can move up to its movement speed.
  • Slam. The Shadow Realm essence makes one slam attack.

About

The shadow spawned are recently deceased creatures who have found their souls trapped on the way to their resting place. As they are trapped, their essence stagnates and warps due to a mix of the dark energy from the realm in which they are held and Umbrial’s interference. For many of these souls this process destroys them entirely, leaving nothing behind.

Souls withstanding the process are driven mad and stripped of any reminder of who they once were, leaving behind nothing more than a shadow of their previous selves. Those who withstand the transformation are sent back to the Material Realm by Umbrial to wreak havoc and destruction.

These creatures can be found in the darkest parts of dungeons and hidden deep within forgotten forests.

Travelers moving across the countryside spread tales of shadows moving along the trails at night, though these tales are scoffed at, perceived as nothing more than stories concocted by those with overactive imaginations.

Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine