DUMB DECISION TTRPG · Library

Greater Tyrant Shadow

Gargantuan aberration, Lawful Evil

Armor Class 18 (natural armor)

Hit Points 372 (24d20 + 120)

Speed 30 ft.

STR 25 (+7)
DEX 15 (+2)
CON 20 (+5)
INT 24 (+7)
WIS 16 (+3)
CHA 22 (+6)

Saving Throws INT +14, WIS +10

Skills Arcana +14, Deception +20, Perception +10, Stealth +16

Damage Resistances fire

Damage Immunities necrotic, poison, psychic, [object Object]

Condition Immunities blinded, charmed, frightened, poisoned

Senses passive Perception 20

Languages understands all, telepathy 300 ft.

Challenge 22

Empath. The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow's telepathy. The shadow can't see creatures immune to telepathy.

Undying Connection. The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 (1d20) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first.

Actions

Multiattack. The shadow makes three Claw attacks. It can replace one of the attacks with Shadows of Death (if available).

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) necrotic damage, plus 10 (3d6) psychic damage.

Cloak of Shadows. The shadow bends darkness around itself, and now has the invisible condition for 1 minute. The invisibility ends if the shadow is subjected to a Daylight spell or similar.

Empathic Link. The shadow attempts to form a link between itself and a creature it can see. The target must make a DC 22 Intelligence saving throw, taking 26 (4d12) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 26 (4d12) psychic damage on a failed save, or ending the effect on a successful one.

Shadows of Death (Recharge 5–6). The shadow discharges inky-black shadows in a 90-foot-radius sphere around itself. Creatures in the shadows must succeed on a DC 22 Wisdom saving throw or take 36 (8d8) necrotic damage and have the frightened condition for 1 minute. A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on a successful save, but taking the damage again on a failed save.

Bonus Actions

Change Shape. The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its alignment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form.

Legendary Actions

Shadow Blink. The shadow surrounds itself in black mist, then teleports up to 60 feet to an unoccupied space that it can see.

Shapeshift. The shadow uses its Change Shape ability.

Mind Spike (Costs 2 Actions). Ranged Spell Attack: +14 to hit, range 300 ft., one target. Hit: 23 (3d10 + 7) psychic damage.

Source

CoA, p. 256