Roll 3x initiative.

  • May distribute multi attacks across these.
  • May use a single action
  • Legendary action ONLY after player’s turn

Armor Class 17 Hit Points 140 (20d4 + 60) Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA 4 (-3) 19 (+4) 17 (+3) 20 (+5) 18 (+4) 17 (+3)

Damage Resistances cold, damage from spells Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Senses truesight 120 ft., passive Perception 20 Languages telepathy 120 ft.

Memetic Regeneration: if the Shadow of Hesitation has more that 0 HP at the start of its turn, it regains 10 HP.

Actions

Drain Life. Deep violet beams lance out from the demi-lich’s gemstone eyes and strike up to three creatures within 40 feet of it. Each target must succeed on a DC 17 Constitution saving throw or take 17 (3d6) necrotic damage.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the demi-lich regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Soul Scream (recharge 5-6). The demi-lich unleashes a soul-shattering scream. All creatures within 30 feet of the demi-lich who hear the scream must succeed on a DC 17 Charisma saving throw or drop unconscious (and prone). On a successful save, the creature takes 11 (2d10) psychic damage and is frightened until the end of its next turn.

A creature that fails its save begins to fade. They make death saving throws each turn. If for each save they fail, they take 1d10 psychic damage. The victim’s HP maximum is reduced by the damage taken.

Multiattack. The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 26 (3d10+1) piercing damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (3d6+2) bludgeoning damage, and the target is grappled (escape DC 16) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth cannot use this tentacle against other targets. The balhannoth has four tentacles.

Legendary Actions

Tap Phylactery. The demi-lich draws negative energy from its phylactery, if it exists and is on the same plane as the demi- lich, and regains (6d4) hit points.

Teleport. The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.

Vanish. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.

Create memory: The Shadow summons a random group of creatures by twisting the memories of unknown people to fight alongside it. Each monster has 20 HP each. 1. 3x grell (https://www.aidedd.org/dnd/monstres.php?vo=grell) 2. 4x Nothic https://www.aidedd.org/dnd/monstres.php?vo=nothic 3. 3x Gibbering Mouther https://www.aidedd.org/dnd/monstres.php?vo=gibbering-mouther 4. 2x Chuul https://www.aidedd.org/dnd/monstres.php?vo=chuul

Reaction

Shift Paradigm: a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw DC 16. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

Displacement: Reality melts and bends around the Shadow. It gains +4 to AC until the start of its next turn.


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