Talasum
Medium fiend, lawful evil
Armor Class 16 (natural armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (–3) | 18 (+4) | 14 (+2) | 15 (+2) | 12 (+1) | 16 (+3) |
Skills Deception +6, Persuasion +6, Stealth +10
Damage Resistances Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Necrotic, poison
Condition Immunities Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 120 ft., passive Perception 11
Languages Abyssal, Infernal, plus the languages known by the shadow bound creature
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Daylight Disguise.While in bright light, the talasum loses its damage resistances and condition immunities as it takes the form of the shadow bound creature. While in dim light or darkness, the talasum can choose which form it takes (no action required).
Devil’s Sight.Magical darkness doesn’t impede the talasum’s darkvision.
Umbral Steps.While in dim light or darkness, the talasum can move through a space as narrow as 1 inch wide without squeezing and can take the Disengage and Dash actions as a bonus action on each of its turns.
Multiattack.The talasum makes two attacks with its claws.
Claw.Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage and 14 (4d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
Shadow Puppeteer.The talasum takes control of an animated shadow within 120 feet of itself and makes two claw attacks as if it were in the space of the animated shadow.
Dark Sacrifice.When a creature the talasum sees targets it with an attack, the talasum chooses an animated shadow within 5 feet of it to become the target instead.
Description
A Talasum's Lair
Lair Actions
Regional Effects
Animated Shadow
Animated Shadow
Medium fiend, neutral evil
Armor Class 11
Hit Points 10 (3d8 – 3)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (–3) | 13 (+1) | 8 (–1) | 10 (+0) | 11 (+0) | 13 (+1) |
Skills Deception +3, Stealth +5
Damage Resistances Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Necrotic, poison
Condition Immunities Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 120 ft., passive Perception 11
Languages The languages it knew in life
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Daylight Disguise.While in bright light, the shadow loses its damage resistances and condition immunities as it takes the form of the creature whose shadow it used to be. While in dim light or darkness, the shadow can choose which form it takes (no action required).
Shadow Nature.While in dim light or darkness, the shadow can move through a space as narrow as 1 inch wide without squeezing.
Devil's Sight.Magical darkness doesn’t impede the shadow’s darkvision.
Claw.Melee Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage.