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Sluagh CR: 15

Large undead, chaotic evil
Armor Class: 12
Hit Points: 75 [13d10]
Speed: 0 ft , fly: 40 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft , can hover

STR

6 -2

DEX

15 +2

CON

10 +0

INT

14 +2

WIS

12 +1

CHA

9 -1

Saving Throws: DEX +4, INT +4
Damage Vulnerabilities: Sunlight
Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 14
Languages: The Languages It Knew In life
Challenge Rating: 15

1/day: Summon Murder. The sluagh will summon a murder of crows (roll a d20 to determine how many) to help attack the party.

Actions

Detect Life. The sluagh can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.   Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.   Create Specter. The sluagh targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the sluagh's control. The sluagh can have no more than seven specters under its control at one time.   Absorb Spirit. The sluagh will take any spirits or spectres within 10 feet of it and absorb it into its hoard. Should a player character's soul be absorbed, the player must make a DC 11 Intelligence saving throw for their soul. Should the save fail, the soul is completely absorbed and will slowly become lost among the others in the sluagh. The player will have three more chances at saving the soul or else the soul becomes lost forever. Should the sluagh be killed within three turns after the soul is absorbed, the soul will return to its owner's body upon defeat.

The Sluagh is a pack of souls that had escaped the, working as a hivemind to steal the souls of others. All living humanoids are their prey; the Sluagh exists only to steal the souls of others. While it will go after those that are dying, it has no problem going after the living as well. Occasionally, it will attach itself to a person and stop at nothing to steal their soul. There are two ways the Sluagh can attach itself to a person. One way is that the mere utter of its name will draw its attention. Its' name is forbidden in many places for this very reason, including old textbooks and writings. Another way to get its attention is to be filled with sorrow. The Sluagh is also attracted to sadness and gloom, feeding off the negative energy before stealing its' preys' soul. It can appear as a pack of black birds, specifically ravens and crows, before revealing its true monstrous form; but it can also summon these birds for help in battle.

Suggested Environments

The Sluagh waits until nightfall to strike, as daylight is one of its only weaknesses. It will fly in from the west, usually as a pack of crows, and seek out the dying in order to obtain another soul for its hoard. It feeds off negative energy and tends to spend time near graveyards and other gloomy places.


Created by

ARealOdyssey.

Statblock Type

Monster

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