Nightmare Shepherd

(Mythic Odysseys of Theros)

Large fiend, Lawful Evil

Armor Class18 (natural armor)
Hit Points133 (14d10 + 56)
Speed30 ft., fly 60 ft.
STRDEXCONINTWISCHA
19 (+4) 15 (+2) 18 (+4) 14 (+2) 17 (+3) 20 (+5)
Saving ThrowsCon +8, Wis +7
SkillsArcana +6, Deception +9, Perception +7, Persuasion +9
Damage Vulnerabilities—
Damage Resistancescold; necrotic
Damage Immunitiespoison
Condition Immunitiespoisoned
Sensesdarkvision 120 ft., passive Perception 17
LanguagesAbyssal, Common, Infernal
Challenge11

Traits

Aura of Nightmares.

Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the shepherd, that creature must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage.

Magic Resistance.

The shepherd has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The shepherd makes two attacks: one with its claws and one with its staff.

Claws.

Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 16 (3d10) necrotic damage.

Staff.

Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands, plus 26 (4d12) psychic damage.

Herd the Underworld (Recharges after a Short or Long Rest).

The shepherd pulls twisted souls from the Underworld; 1d6 shadow (without Sunlight Weakness) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they're destroyed. They disappear when the shepherd dies.

Innate Spellcasting

The shepherd's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

1 each/day: confusion, dispel magic, hold person, suggestion