Shade Walker - AI-generated fantasy Monster

Shade Walker

Survivors describe Shade Walkers as 'people who lost their reasons to be.' Old neighbors insist they once knew the Shade Walker, but every recalled detail is a fractured gem: the name, an occupation, a beloved object. Clerics who studied the phenomenon say Shade Walkers are excellent sources of clues for mysteries about the magical catastrophe that birthed them, but they are unreliable narrators whose demands and cruel questions can fracture a party's cohesion.

MediumMedium Undead(Undead (hollow))CR 5Neutral Evil

Shade Walker

undeadpsychicmemorylurkersocial
HP85AC15SPD30 ft., Hollow Drift 30 ft. (see Traits)CR5 (1,800 XP)InvestigationInsightPersuasion
STR
10
DEX
14
CON
18
save
INT
16
save
WIS
12
CHA
8
Undead Nature. The Shade Walker does not breathe, does not eat, and is immune to poison damage.
Incorporeal Slipping. The Shade Walker can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 10 () force damage and is ejected to the nearest unoccupied space.
Hollow Drift. As a bonus action the Shade Walker can become partially insubstantial. While insubstantial it gains resistance to nonmagical bludgeoning, piercing, and slashing damage and can pass through 1 foot of solid material per 5 feet moved. Ending the effect is a free action. The effect lasts up to 1 minute and can be used twice, regaining uses after a short or long rest.
Demand of Echoes. When the Shade Walker speaks to a creature within 60 feet the creature must succeed on a Wisdom saving throw or be compelled to answer truthfully one question about a memory the creature currently holds. The creature is not compelled to reveal secrets beyond its knowledge. This effect does not read minds; it only forces truthful answers to a single direct question. A creature that succeeds is immune to this trait for 24 hours.
Echo Sense. The Shade Walker senses memories in objects and locations. It has advantage on Investigation checks to identify items of personal significance and on Insight checks to determine whether someone knew it in life.
Shadow Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () necrotic damage and the target must succeed on a Wisdom saving throw or be haunted by a fragment of the Shade Walker's memory. On a failed save the target is incapacitated with sorrow until the end of its next turn and the Shade Walker can immediately attempt to Grapple the target (escape ). On a successful save the target takes half the necrotic damage and is not incapacitated.
Whispered Query. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 14 () psychic damage and the target must make a Intelligence saving throw. On a failed save the target's memories briefly blur and it has disadvantage on attack rolls and Wisdom saving throws until the end of its next turn.
Shadow Grasp. The Shade Walker reaches out with hands of smoky shadow to grab a creature within 20 feet. The target must succeed on a Strength check or be restrained by shadowy bonds for up to 1 minute. A restrained creature can repeat the Strength check at the end of each of its turns, ending the effect on a success. While restrained this way a creature takes 7 () psychic damage at the start of each of its turns as the Shade Walker's half-memory gnaws at it. If the target fails three Strength checks cumulatively while restrained, the Shade Walker can siphon a memory: the target loses one minor nonmagical memory (such as a face, a short event, or a fact) for 24 hours; the DM decides that memory. A creature that succeeds on the first Strength check takes no damage and the bonds snap.
Whispers of Denial. If a creature the Shade Walker can see within 30 feet damages a creature restrained by its Shadow Grasp or attempts to restore that creature's memory with a spell, the Shade Walker can use its reaction to lash out with Whispers of Denial. The attacker must succeed on a Wisdom saving throw or have disadvantage on its next attack roll and on Wisdom checks until the end of its next turn.
Cantrips
Innate HollowcastingDivination / Illusion / Enchantment The Shade Walker's spellcasting ability is Intelligence (spell save DC 15, +6 to hit with spell attacks). It can cast the following spells innately, requiring no material components. At will: mage hand (shadowy hand, silent), minor illusion. 3/day each: invisibility (self only), hold person. 1/day each: speak with dead, slow.
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