Index of Monsters

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

Traits

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.

Actions

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.

Reactions

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

Created through corruption and shadow, the talasum is a true child of Chernobog. This cunning fiend is an agent of chaos and malice; its sole purpose is to haunt the living, dousing the light in their souls and plunging their lives into a spiral of misery and corruption.

Ritual and Superstition. The talasum is a fiend created through a special ritual of shadow binding, usually performed by an unsuspecting builder who is having trouble erecting a particular building. Perhaps its foundations keep crumbling again and again, or the soil is unsteady, making the leveling a nightmare. Whatever the cause may be, this ritual at first sounds like a neat and seemingly uncostly solution to the builder’s dilemma.

The architect may call upon a young lad or lass to help with the construction or to ease their work with a pleasant tune. While the unsuspecting assistant is “helping,” the builder binds the shadow that their helper casts upon the structure into its stones or mortar. Soon after, the magnificent edifice is erected, standing proud against all odds—a true work of a master craftsman.

However, before long, strange whispers and disembodied chants begin echoing around the building at night. The area around it becomes seized by perpetual twilight, as if the sun’s rays have been drained of their radiance. The mason’s “helper” falls into a deep catatonic state. But one need not ponder over such coincidences, right?

In most cases, the mason wouldn’t even be aware of the underlying diabolical crux of their actions or the fact that what they have performed was an actual dark ritual. They might have heard of another master mason who has bound a shadow or regard it simply as a superstition. Regardless of the participants’ knowledge and goals, the result is always the same: a soul is sent to the All-Consuming Void of Tiarn, and its dark reflection emerges on the Material Plane as a merciless, cunning fiend—a talasum. A steep and often unrecognized price to pay for a building, be it eternal and beyond beautiful.

Bound in Stone. As is the nature of the ritual, the talasum is bound to the edifice and unable to leave its vicinity. Such cursed buildings can be found from small villages to large and bustling cities. Many tales exist of settlements plagued by the paranormal presence of a talasum. The poor residents are driven to evil and despair by the devious schemes of the fiend, yet they may remain unaware of the source of their continuous misfortune.

The talasum is a conniving and cunning creature, capable of using its talents for subterfuge and stealth to remain undetected. It wants simply to spread misery, chaos, and death across the mortal realm, and it won’t stop until everything and everyone around its cursed building becomes consumed by the corruption of its dark lord.

It can take its time and slowly erode every ounce of sanity, beauty, and decency, savoring every painful second of its victims’ demise or downfall. The talasum knows that its true weakness lies hidden among the stones of the edifice it is bound to. Thus, it uses its cunning and guile to dissuade any adventurers who delve too close to its secret. If this doesn’t work, it does not hesitate to ambush and kill anyone who tries to mess with the structure and the portal hidden within (for more information on the portal, see the “Shadow Binding” sidebar).

Darkness and Deception. The talasum is born out of a shadow, and, naturally, this makes it a terrifying opponent in the absence of light. It can use the gloom around it as cover and manipulate nearby shadows to confuse the minds of its opponents and sap their life force. However, if it finds itself in bright light, its true visage is banished, and it is forced to adopt the fragile mortal shape of the person sacrificed in the summoning ritual, leaving it much more susceptible to attacks. It knows its true bane is light and tries to avoid it at all costs.

If it is stuck in its humanoid form, it uses its devilish guile to confuse its enemies and create an opportunity to flee the weakening light.

On the other hand, this devious fiend has learned to turn its weakness into an advantage. While stuck in its mortal form, it looks exactly like the individual whose shadow was bound and possesses their memories. Some talasums use this to haunt the family and close ones of the sacrificed individual, reveling in their terror and misery. Alternatively, it can try and lead people into traps, making false promises of treasures, pleasures, or whatever its prey seeks, sending them on a false quest during the night and afterward ambushing them in its true form.

Shadow Puppets. The talasum is a manifestation of the darkest aspects of a person’s soul, and thus can mold the shadows from which it was born. The fiend can animate the shadows of living creatures by tapping into the essence of their soul and awakening their darkest self. These are simple creatures of malice, but under the careful command of their fiendish master, they can be a terrifying legion of chaos, capable of infiltrating and corrupting whole cities.

  • Shadow Binding

    This ritual can be performed on any edifice currently being constructed, be it a bridge, a well, a water fountain, a house, or any other building that is not smaller than a 10-foot cube. The most important part of this ritual is the sacrifice. A living creature’s shadow must be perfectly aligned with the structure being constructed while the last piece of the edifice is being built. As the final piece is set in place, the builder embeds the creature’s shadow into the construction itself.

    After the last ray of sunshine leaves the mortal realm on the same day of the ritual, the soul is violently torn from the victim’s body and sent to Chernobog’s plane, the void that is Tiarn, where it is bound amidst the eternal shadows. Back on the Material Plane, the body collapses without its soul and withers day by day in a coma-like state until it dies.

    As the Lord of Darkness cannot create, only corrupt and bring out the evil that already exists, the soul shackled in Tiarn is tortured and twisted. This vile process draws out the victim’s worst features. Every evil aspect of that trapped soul manifests into an evil reflection of itself—a talasum, a shadow fiend of deceit and a true agent of chaos. The dark ritual creates a tear between the planes of existence, a portal between Tiarn and the mortal plane. It also makes the edifice magically indestructible, as it needs to be able to house such a powerful portal.

    The newly created fiend emerges through the portal in the cursed building and roams the area around it in the guise of the sacrificed creature or, during the night, as a fearsome shadow.

    The only way to free such a soul is to venture into the plane of Tiarn and break the shackles that bind it there, allowing it to return to its body. If the body has perished, the soul joins the Great Cycle and passes into the afterlife. Furthermore, the talasum cannot be truly killed while the soul of the victim is still trapped within the plane of Tiarn. If the fiend is killed in the Material Plane, it reforms, torn from the tortured and shackled soul, during the next twilight.

A Talasum's Lair

The talasum’s lair is the cursed building to which it is bound. There is a portal between the plane of Tiarn and the Material Plane hidden among stones of the construction, usually underneath the keystone. The talasum can harness the dark energies oozing out of Tiarn and use them to drain any life or light around its lair. Furthermore, it can unleash the same corrupting energies that have created it to awaken the darkest aspects of a creature’s soul, animating its shadow. A talasum encountered in its lair has a challenge rating of 8 (3,900 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the talasum takes a lair action to cause one of the following effects; the talasum can’t use the same effect two rounds in a row:

  • The talasum snuffs out all light within its lair. Any nonmagical light is extinguished and any spell of 3rd
    level or lower that creates light is dispelled.
  • The talasum can animate the shadows of any small or larger creature that is not an undead, fiend, or construct within its lair (see animated shadow below). Only one animated shadow can be created
    from a single creature’s shadow at a time.
  • Shadowy hands emerge within the talasum’s lair and reach out to tear the life force from any living creature. Each creature in the lair must succeed on a DC 15 Dexterity saving throw or gain 1 level of exhaustion.

Regional Effects

The region surrounding the talasum’s lair is warped by the fiend’s vile presence, and dark energies seep through the portal it houses. The following effects manifest within a mile of the lair:

  • The area is plunged in perpetual twilight. The bright light during daytime is reduced to dim light as smoky wisps curl above like dark clouds and block out the sun.
  • Artificial light sources, such as torches and candles, have their range halved.
  • Shadows cast in the area elongate, move on their own, or take on a more fiendish shape, such as having horns or claws. As soon as a creature turns its attention to this phenomenon, the manifestation ceases. These effects dissipate immediately after the portal to the plane of Tiarn is destroyed.

Animated Shadow

These creatures, spawned by a talasum, are bound to their fiendish master and serve it until destroyed. Once awakened, an animated shadow attempts to kill the creature it belonged to unless ordered otherwise by its master. If it succeeds, it will devour the soul of its former host and gain access to their memories. With this knowledge and its Daylight Disguise ability, an animated shadow can return to its former life and pretend to be the creature it once was, becoming a dangerous infiltration tool for the talasum.

An animated shadow attempts to kill anyone who discovers its true nature, but prefers to lure more victims to the talasum’s lair where still more animated shadows can be created. Left to its wicked ways, a talasum can slowly overtake any city with the shadows of its populace. A creature that dies while its shadow has been animated cannot be resurrected until its shadow has been slain.

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

Traits

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.

Actions

Claw.Melee Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage.

Featured in the adventure The Devil's Bridge