Shadow Elemental - AI-generated fantasy Monster

Shadow Elemental

The Shadow Elemental is not a native spirit of sand or storm. It is a fracture of elemental essence that learned to wear darkness as flesh. Scholars of planar phenomena say such beings are born where the boundary between heat and absence grows thin, especially in places cursed by vanished civilizations. In the Verulana Oasis, villagers whisper that the creature was awakened when blood soaked ancient salt and a storm of eclipse-shadow passed over the dunes.

MediumElemental(elemental)CR Moderate to highneutral evil

Shadow Elemental

elementalshadowdesertoasisambushskirmisher
HP85AC15SPD0 ft., fly 50 ft. (hover)CR6 (2,300 XP)PerceptionStealth
STR
6
DEX
18
save
CON
18
save
INT
6
WIS
12
save
CHA
8
Amorphous. The elemental is immune to being grappled, restrained, knocked prone, or suffocated by nonmagical means. It can pass through other creatures' spaces as difficult terrain.
Shadow Stealth. While in dim light or darkness, the elemental can take the Hide action as a bonus action and has advantage on Dexterity (Stealth) checks.
Light-Drink. When the elemental starts its turn in bright light, it takes 5 radiant damage and cannot use Shadow Step until the start of its next turn.
Shadow Step. If the elemental is in dim light or darkness, it can teleport up to 30 feet to another dimly lit or dark space it can see.
Multiattack. The shadow elemental makes two Umbral Lash attacks.
Umbral Lash. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () necrotic damage, and the target must succeed on a Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.
Dusk Pulse. The elemental releases a roiling burst of cold darkness in a 15-foot-radius sphere centered on itself. Each creature of the elemental's choice in that area must make a Constitution saving throw, taking 22 () necrotic damage on a failed save, or half as much damage on a successful one. In addition, areas of nonmagical bright light in the sphere are extinguished until the start of the elemental's next turn.
Shadow Slip. When a creature the elemental can see begins its turn in dim light or darkness within 10 feet of it, the elemental moves up to half its flying speed without provoking opportunity attacks.
2nd level
Darknessevocation The elemental can cast Darkness once per day, requiring no components. The magical darkness is centered on a point it can see within 60 feet and lasts for 10 minutes or until dismissed.
Pass without Traceillusion The elemental can cast Pass without Trace once per day, requiring no components. While active, it leaves no visible trail and gains a supernatural quiet that aids its ambushes.
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