SouLMONGER
Medium humanoid (elf), neutral
Armor Class 15 (studded leather)
Hit Points 123 (19d8 + 38)
Speed 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
Saving Throws Dex +7, Wis +7, Cha +S
Skills Perception +7
Damage Immunities necrotic, psychic
WIS
15 (+3)
CHA
13 (+l)
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 17
Languages Common, Elvish
Challenge 11 (7,200 XP)
Fey Ancestry. The soul monger has advantage on saving throws
against being charmed, and magic can't put it to sleep.
Innate Spel/casting. The soul monger's innate spellcasting abil-
ity is Intelligence (spell save DC 16, +8 to hit with spell attacks).
It can innately cast the following spells, requiring no material
component s:
At will: chill touch (3d8 damage), poison spray (3dl2 damage)
l/day each: bestow curse, chain lightning, finger of death, gaseous
form, phantasmal killer, seeming
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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 hit
points, the soul monger can gain temporary hit points equal to
half the creature's hit point maximum. While the soul monger
has temporary hit points 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 5 feet of the soul monger
has its speed reduced by 20 feet until the start of that crea-
ture's next turn.
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ACTIONS
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Multiattack. The soul monger makes two phantasmal dag-
ger attacks.
Phantasmal Dagger. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3dl2)
necrotic 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 60-foot cube. Each creature in that area must
make a DC 16 Constitution saving throw. On a failed save, a
creature takes 45 (10d8) psychic damage and suffers l level
of exhaustion. On a successful save, it takes 22 (Sd8) psy-
chic damage.
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REllLM O F THE R11vEN QuEEW
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