Shadow Elemental - AI-generated fantasy Monster

Shadow Elemental

During the Battle of the Silver Ford, hundreds died beneath a moonless sky. A ritual meant to conceal the retreating army instead bound the soldiers' fear to the river's shadow. The resulting elemental now reenacts the battle, ambushing anyone who crosses the ford and dragging their reflections beneath the water.

MediumElemental(Elemental)CR Challenge Rating 5Usually neutral evil

Shadow Elemental

elementalshadowwaterskirmisherambusherbattlefield-controlsilver-ford
HP82AC+6SPD30 ft., Swim 40 ft., Can move through a space as narrow as 1 inch without squeezing while in water or darknessCRChallenge Rating 5PerceptionStealth
STR
16
DEX
16
save
CON
16
INT
6
WIS
14
save
CHA
12
Shadow Stealth. The elemental can enter and occupy the space of a willing creature or a creature that is incapacitated. While inside another creature, the elemental is invisible, has total cover, and cannot attack. At the start of the host's turn, the host must succeed on a Constitution saving throw or take 7 () necrotic damage. The elemental exits into an unoccupied space within 5 feet after taking damage from the host or when the host succeeds on the save. The elemental cannot use this trait again until the start of its next turn.
Water Bound. The elemental can breathe air and water. It has advantage on checks and saving throws made to resist being moved while in water. If it starts its turn outside water, dim light, or darkness, its speed is reduced to 15 feet until the start of its next turn and it cannot use Evasive Ripples.
Umbral Form. The elemental's form is difficult to distinguish from reflections and rippling darkness. While in dim light or darkness, it has advantage on Dexterity (Stealth) checks, and attack rolls against it have disadvantage if it has not attacked since the end of its last turn.
Evasive Ripples. The elemental does not provoke opportunity attacks when it moves through water, dim light, or darkness.
Multiattack. The elemental makes two Umbral Lash attacks.
Umbral Lash. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 10 () cold damage plus 4 () necrotic damage. If the target is standing in water or dim light, it cannot make opportunity attacks against the elemental until the start of its next turn.
Blackwater Bolt. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 18 () necrotic damage, and the target's speed is reduced by 10 feet until the end of its next turn. The elemental can use this attack only while in dim light or darkness.
Umbral Sphere. The elemental collapses into a 15-foot-radius sphere of liquid darkness centered on a point it can see within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 18 () necrotic damage on a failed save, or half as much damage on a successful one. The area becomes heavily obscured until the start of the elemental's next turn. The elemental can then teleport to an unoccupied space in dim light or darkness within 30 feet of the sphere.
Evasive Ripples. When the elemental is hit by an attack while standing in water, it reduces the damage by 7 () and moves up to 15 feet without provoking opportunity attacks. It must end this movement in water, dim light, or darkness.
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