Soul MongerMedium humanoid (elf)
- 11 (7,200 XP)
Dashing Strike. If the soul monger uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Fey Ancestry. The soul monger has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Innate Spellcasting. The soul monger’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells:
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.
Weight of Ages. Any beast or humanoid, other than a shadar-kai, that starts its turn within 1.5 meters of the soul monger has its speed reduced by 6 meters until the start of that creature’s next turn.
Multiattack. The soul monger makes two phantasmal dagger attacks.
Phantasmal Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1.5 m. or range 4.5/18 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 18-meters cube. Each creature in that area must make a DC 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.