Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Condition Immunities paralyzed, poisoned SHADOWGHAST Senses darkvision 120 ft., passive Perception 15 A shadowghast is an undead Languages Aquan, Common, Giant assassin. Leaping out from the Challenge 12 (8,400 XP) shadows and trailing tendrils of darkness, it closes in on its prey Amphibious. The sea fury can breathe air and water. with nary a sound, then tears into a victim with its paralyzing claws Innate Spellcasting. The sea fury's innate spellcasting ability and furious bite. is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: SHADOWGHAST Medium undead, chaotic evil At will: witch bolt l/day each: bestow curse.fear, thunderwave Armor Class 15 Legendary Resistance (3/Day). If the sea fury fails a saving Hit Points 49 (9d8 + 9) throw, it can choose to succeed instead. Speed 35 ft.
Magic Resistance. The sea fury has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects. 14 (+2) 20 (+5) 12 (+l) 12 (+l) 11 (+0) 8 (-1)
ACTIONS Skills Perception +3, Stealth +8
Multiattack. The sea fury makes two attacks with its claws. Damage Resistances necrotic Damage Immunities poison Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Condition Immunities charmed, exhaustion, poisoned Hit: 13 (2d8 + 4) slashing damage. Senses darkvision 60 ft., passive Perception 13 Languages- Death Glare. The sea fury targets one frightened creature it can Challenge 5 (1,800 XP) see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or drop to 0 hit points. Stench. Any creature that starts its turn within 5 feet of the LEGENDARY ACTIONS shadowghast must succeed on a DC 12 Constitution saving The sea fury can take 3 legendary actions, choosing from the throw or be poisoned until the start of its next turn. On a suc options below. Only one legendary action option can be used cessful saving throw, the creature is immune to this Stench at a time and only at the end of another creature's turn. The sea for 24 hours. fury regains spent legendary actions at the start of its turn. Shadow Stealth. While in dim light or darkness, the shadow As Water. The sea fury transforms into a wave of foaming ghast can take the Hide action as a bonus action. seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity at ACTIONS tacks. While in this form, it can't be grappled or restrained. It Multiattack. The shadowghast makes two attacks: one with its reverts to its true form at the end of this movement. bite and one with its claws. Fearsome Apparition (Costs 2 Actions). The sea fury conjures an apparition of one of its dead sisters, which appears in an Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one unoccupied space the sea fury can see within 30 feet of it. creature. Hit: 11 (2d8 + 2) slashing damage plus 5 ( ldlO) Enemies of the sea fury that can see the apparition must suc necrotic damage. ceed on a DC 16 Wisdom saving throw or be frightened of it until it vanishes at the end of the sea fury's next turn. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Conjure Snakes (Costs 3 Actions). The sea fury disgorges a Hit: 12 (2d6 + 5) slashing damage. If the target is a creature swarm of poisonous snakes, which occupies the same space other than an undead, it must succeed on a DC 12 Constitution as the sea fury, acts on its own initiative count, and attacks saving throw or be paralyzed for 1 minute. The target can re as directed by the sea fury. The sea fury can control up to peat the saving throw at the end of each of its turns, ending the three of these swarms at a time. effect on itself on a success.