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 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.