Shadowspawn Saboteur - AI-generated fantasy Monster

Shadowspawn Saboteur

Shadowspawn Saboteurs are the answer of the dark between worlds to every castle wall, holy circle, and binding sigil ever raised against it. They do not merely kill defenders. They break the meaning of defense itself. In old campaigns, archivists blamed them for the sudden failure of seal-stones, the souring of consecrated ink, and the maddening sense that a safe room had become hostile while everyone was still inside it.

Mediumfiend(shadowspawn)CR CR 6neutral evil

Shadowspawn Saboteur

shadowinfiltratorsaboteurassassinobjective-hunterarcane-disruptor
HP110AC16SPDWalk 30 ft., Climb 30 ft., Shadow Slip 30 ft. in dim light or darknessCRCR 6AcrobaticsDeceptionInvestigationPerceptionStealth
STR
14
DEX
18
save
CON
16
INT
12
save
WIS
12
save
CHA
14
Shadowblend. The saboteur has advantage on Dexterity (Stealth) checks made in dim light or darkness.
Cunning Action. While in dim light or darkness, the saboteur can take the Hide action as a bonus action and can move through spaces occupied by Medium or smaller creatures as difficult terrain.
Shadow Step. If the saboteur starts its turn in dim light or darkness, it can teleport up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. After teleporting, it has advantage on the first attack it makes before the end of the turn.
Wardbreaker. Whenever the saboteur deals damage to an object, ward, rune, or magical barrier, that target takes an extra 7 damage.
Umbral Shiv. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () piercing damage plus 7 () necrotic damage. If the target is concentrating, it has disadvantage on the saving throw to maintain concentration until the start of the saboteur's next turn.
Blackout Hex. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 18 () psychic damage, and the target must succeed on a Wisdom saving throw or be unable to take reactions until the end of its next turn. If the target is within dim light or darkness, it also cannot see the saboteur until the end of its next turn.
Shardburst Cache. The saboteur scatters void-laced shards in a 10-foot-radius area centered on a point it can see within 30 feet. The area becomes difficult terrain until the start of the saboteur's next turn. Each creature in the area must succeed on a Dexterity saving throw or take 10 () piercing damage and 7 () necrotic damage, or half as much damage on a successful save. Nonmagical objects and unattended items in the area take 10 force damage.
Veil-Riposte. When a creature the saboteur can see hits it with an attack while the saboteur is in dim light or darkness, it imposes disadvantage on that attack roll if the attack roll has not yet been resolved. If the attack still hits, the saboteur can move up to 10 feet without provoking opportunity attacks.
Slip Between Shadows. The saboteur moves up to half its speed without provoking opportunity attacks, provided it starts and ends in dim light or darkness.
Quick Sabotage (Costs 2 Actions). The saboteur makes one Umbral Shiv attack or one Blackout Hex attack.
Fray the Ward (Costs 2 Actions). One sigil, rune, trap, or magical object the saboteur can see within 30 feet takes 13 force damage. If this damage reduces the object to 0 hit points or meets the DM's threshold for disabling it, the object is suppressed until the start of the saboteur's next turn.
Cantrips
ShadowcastingIllusion The saboteur can cast each of the following spells, requiring no material components and using Intelligence as its spellcasting ability. At will: minor illusion, mage hand. 3/day each: darkness, misty step. 1/day each: fear.
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