Shemshime

Candlekeep Mysteries p. 69

Size
Medium
Type
undead
AC
13
Hit Points
31 (7d8)
Speed
walk 0 ft., fly 40 ft. (hover)
Saving Throws
Int +5, Wis +4
Skills
Perception +4, Stealth +7
Resistances
acid, bludgeoning, fire, lightning, piercing, slashing, thunder
Immunities
cold, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 120 ft.
Languages
telepathy 60 ft.
Challenge
4
STR
6
−2
DEX
17
+3
CON
10
+0
INT
17
+3
WIS
14
+2
CHA
16
+3

Traits

Proficiency Bonus

+2

Crushing End

If damage reduces Shemshime to 0 hit points, Shemshime instead drops to 1 hit point unless the damage is the result of Shemshime being crushed by an object weighing at least 1,000 pounds.

Incorporeal Movement

Shemshime can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Maddening Touch

Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Whispers of Violence

Shemshime chooses up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 13 Wisdom saving throw, or that target takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature it can reach (Shemshime's choice) that Shemshime can see.

Howling Babble (Recharge 6)

Shemshime targets one creature it can see within 30 feet of it. The creature must make a DC 1 3 Wisdom saving throw. On a failed save, it takes 21 (4d8 + 3) psychic damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

recharge

D6

Other data

description