Soul Shaker

Journeys through the Radiant Citadel p. 47

Size
Large
Type
undead
Alignment
typically chaotic evil
AC
13 (natural armor)
Hit Points
76 (8d10+32)
Speed
walk 20 ft.
Resistances
necrotic
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
blindsight 60 ft. (blind beyond this radius)
Passive Perception
10
Languages
telepathy 60 ft.
Challenge
4
STR
20
+5
DEX
8
−1
CON
18
+4
INT
8
−1
WIS
11
+0
CHA
14
+2

Traits

Proficiency Bonus

+2

Enthralled Lure (1/Day)

The soul shaker can cast the geas spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).

recharge

1/DAY

Reconstruction

When the soul shaker is reduced to 0 hit points, it explodes into 7 (1d4 + 5) crawling claws. After 6 (1d12) days, if at least two of those crawling claws are alive, they teleport to the location of the soul shaker's death and merge together, whereupon the soul shaker reforms and regains all its hit points.

Unusual Nature

The soul shaker doesn't require air, food, drink, or sleep.

Actions

Crushing Grasp

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The soul shaker can have only one creature grappled in this way at a time.

Consume Vitality (Bonus Action)

The soul shaker targets a creature it is grappling. If the target is not a Construct or an Undead, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the soul shaker regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Other data

description