Soul MongerMedium humanoid (elf)
Fey Ancestry. The soul monger has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Magic Resistance. The soul monger has advantage on saving throws against spells and other magical effects.
Soul Thirst. When the soul monger reduces a creature to 0 health, the soul monger can gain temporary health equal to half the creature’s maximum health. While the soul monger has temporary health from this ability, it has advantage on attack rolls.
Spellcasting. The soul monger uses Occult (Int) to cast spells (spell save Difficulty 16, +8 to hit with spell attacks). It has 11 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: disguise
Weight of Ages. Any animal or humanoid, other than a shadar-kai, that starts its turn within 1 meter of the soul monger has its speed reduced by 4 meters until the start of that creature’s next turn.
Phantasmal Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1 m. or range 3/10 m. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) poison damage, and the target has disadvantage on saving throws until the start of the soul monger’s next turn.
Wave of Weariness (Recharge 4–6). The soul monger emits weariness in a 10-meter cube. Each creature in that area must make a Difficulty 16 Fortitude saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and becomes exhausted 1. On a successful save, it takes 22 (5d8) psychic damage.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.