Shelkerow

Large undead, neutral evil

Armor Class 15 (Natural armor)
Hit Points 65 (8d10+16 HD)
Speed fly 30 ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 15 (+2) 12 (+1) 16 (+3) 15 (+2)

Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, prone, restrained
Damage Resistances acid; cold, fire; lighting; thunder; bludgeoning, piercing, and slashing from non-magical weapons
Senses passive Perception 13 (+3), Darkvision 60 ft.
Languages Understands all; does not speak
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Aura of Evil. Anyone within 350 yards of a shelkerow must succeed at a Wisdom save (DC 14) or be frightened so long as they remain in the area. Those who fail may repeat the save at the end of each turn, ending the effect on themselves with a success. A successful save renders the victim immune to the effect for 24 hours thereafter.
  • Incorporeal Movement. The shelkerow can move through other creatures as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Sunlight Sensitivity. While in sunlight, the shelkerow has disadvantage on attack rolls, as well as wisdom (perception) checks that rely on sight.

ACTIONS

  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) bludgeoning damage. When the shelkerow makes a successful slam attack, the opponent is automatically grappled and restrained. The escape DC is 15, and a new attempt may be made every turn. While grappled, the shelkerow automatically succeeds at a life drain attack each round.
  • Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d10) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the 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.

ABOUT

The shelkerow are priests of a banished god, evil and tormented souls who had nowhere to go after death, so they coalesced into a morass of etheric ectoplasm, a twisted nightmare that exists only to drain the life from the world. They exist in the darkest places of the world, which once served as strongholds for evil gods that were toppled by heroes.

Echoes of Darkness. Anywhere that dark priests were put to death en masse a shelkerow can manifest. Fortunately, the times in history when such massacres occurred are rare, as the heroes of light are not given to wanton slaughter, which makes these monstrous horrors ultra-rare to encounter.

Eaters of Souls. When encountered, they appear as a mass of black smoke which manifests tendrils that strike and grapple victims, slowly drawing the life from them. They are relentless and because they are comprised of the souls of many evil clerics, they are exceptionally difficult to turn.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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