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Umbra and Nyx, Shadowstalker Psions - AI-generated fantasy Monster

Umbra and Nyx, Shadowstalker Psions

Umbra was created from a fragment of Nyx's essence only days ago, yet she is already an independent hunter with a sharper instinct for efficiency than her progenitor. Nyx emerged from the void between dimensions centuries ago and has ruled forgotten spaces beneath the city through fear, manipulation, and selective creation. The two are related by essence, but neither considers the other a true ally. Nyx sees Umbra as a useful daughter and potential successor. Umbra sees Nyx as an inefficient elder whose accumulated resources can eventually be acquired.

LargeHumanoid(Psionic humanoid)CR Deadly, CR 22 each; catastrophic if both fight together with prepared servantsNeutral Evil

Umbra and Nyx, Shadowstalker Psions

D&D 5EHumanoidPsionicShadowUrban predatorLegendary creatureLurkerBoss encounterTelepathAberrant
HP385AC+14SPD40 ft., climb 40 ft., hover 20 ft.CR22 (41,000 XP)AcrobaticsDeceptionInsightPerceptionStealthInvestigation
STR
24
DEX
22
save
CON
26
save
INT
24
save
WIS
22
save
CHA
24
save
Magic Resistance. The shadowstalker has advantage on saving throws against spells and other magical effects.
Legendary Resistance. The shadowstalker has three uses of Legendary Resistance per day. If it fails a saving throw, it can choose to succeed instead.
Shadow-Phase Form. The shadowstalker can move through other creatures and objects as if they were difficult terrain. It takes 5 force damage if it ends its turn inside an object.
Living Eclipse. While in dim light or darkness, the shadowstalker is invisible to creatures more than 30 feet away and has advantage on Dexterity (Stealth) checks.
Predatory Awareness. The shadowstalker cannot be surprised and knows the location of every creature within 60 feet that has an Intelligence score of 6 or higher, unless that creature is protected by mind blank or similar magic.
Efficient Cruelty. The shadowstalker has advantage on attack rolls against frightened, charmed, stunned, or restrained creatures.
Psychic Voice. The shadowstalker can communicate telepathically with any creature it can see within 120 feet. A creature that receives this telepathy hears a calm, precise voice accompanied by faint violet static.
Harvested Perspective. When the shadowstalker reduces an intelligent creature to 0 hit points, it can choose to leave the creature stable but unconscious. Until the creature finishes a long rest, the shadowstalker can use a bonus action to perceive through that creature's senses while within 1 mile.
Shadowstalker Genesis. Once per day, the shadowstalker can use a 10-minute ritual to attempt to seed a new Shadowstalker Psion within a living female humanoid that has been exposed to its shadow essence. The subject must succeed on a Constitution saving throw or begin a transformation that takes 7 days. The process can be interrupted by remove curse, greater restoration, heal, or comparable magic. A new creature created this way is independent and does not automatically obey its creator.
Named Distinction. Umbra has advantage on initiative rolls and Dexterity (Stealth) checks. Nyx instead deals an extra 7 () psychic damage once per turn against a creature that has already taken damage from her this round.
Multiattack. The shadowstalker makes two attacks with its Umbral Talons, or one Umbral Talons attack and one Psychic Rend attack.
Umbral Talons. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () slashing damage plus 13 () psychic damage. If the target is frightened, charmed, or incapacitated, it takes an extra 14 () psychic damage.
Psychic Rend. Melee Spell Attack: to hit, reach 10 ft., one creature. Hit: 31 () psychic damage, and the target must succeed on a Intelligence saving throw or be unable to take reactions until the end of its next turn. On a failed save by 5 or more, the target is also stunned until the end of its next turn.
Predatory Overwrite. The shadowstalker targets one creature it can see within 90 feet. The target must make a Wisdom saving throw. On a failed save, the target takes 45 () psychic damage and is frightened for 1 minute. While frightened this way, the creature must use half its movement at the start of each turn to move away from the shadowstalker by the safest available route. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eventide Collapse. The shadowstalker chooses a point it can see within 120 feet and releases a wave of compressed darkness in a 20-foot-radius sphere. Each creature in the area must make a Dexterity saving throw, taking 45 () force damage plus 22 () psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone and blinded until the end of its next turn.
Shadow Traverse. The shadowstalker teleports to an unoccupied space it can see within 60 feet that is in dim light or darkness. Each creature within 10 feet of the space it leaves must succeed on a Wisdom saving throw or become frightened until the end of its next turn.
Cold Command. The shadowstalker attempts to enthrall one humanoid it can see within 60 feet. The target must succeed on a Wisdom saving throw or be charmed for 24 hours. While charmed, the target regards the shadowstalker as a trusted superior, obeys concise commands, and forgets the encounter if the effect ends unless it succeeds on a Intelligence saving throw. The effect ends early if the shadowstalker or its allies damage the target.
Umbral Evasion. When the shadowstalker is hit by an attack while in dim light or darkness, it halves the attack's damage and teleports up to 20 feet to an unoccupied space it can see in dim light or darkness.
Calculated Interference. When a creature within 60 feet fails an Intelligence, Wisdom, or Charisma saving throw, the shadowstalker can force that creature to reroll the save and use the new result. The shadowstalker can use this reaction three times per day.
Predatory Step. The shadowstalker moves up to half its speed without provoking opportunity attacks. It can move through another creature's space if that creature is frightened, treating the space as difficult terrain.
Psychic Rend. The shadowstalker makes one Psychic Rend attack.
Whispered Panic (Costs 2 Actions). One creature within 60 feet that can hear the shadowstalker must succeed on a Wisdom saving throw or be frightened until the end of its next turn.
Black Horizon (Costs 3 Actions). The shadowstalker uses Shadow Traverse and may immediately make one Umbral Talons attack against a creature within reach at the destination.
Cantrips
At will: detect thoughts, mage hand, minor illusion, mind sliver, prestidigitationVarious The shadowstalker can cast these spells without material components, using Intelligence as its spellcasting ability.
1st level
3/day eachVarious The shadowstalker can cast darkness, dissonant whispers, disguise self, and silent image.
2nd level
3/day eachVarious The shadowstalker can cast detect invisibility, hold person, invisibility, and misty step.
3rd level
2/day eachVarious The shadowstalker can cast clairvoyance, fear, hypnotic pattern, and major image.
4th level
2/day eachVarious The shadowstalker can cast dimension door, greater invisibility, and phantasmal killer.
5th level
1/day eachVarious The shadowstalker can cast dominate person, synaptic static, and seeming.
6th level
1/day eachVarious The shadowstalker can cast mass suggestion, mental prison, and true seeing.
7th level
1/day eachVarious The shadowstalker can cast finger of death and plane shift, self only for the latter.
8th level
1/day eachVarious The shadowstalker can cast feeblemind and mind blank.
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