Shemshime

(Candlekeep Mysteries)

Medium undead, Unaligned

Armor Class13
Hit Points31 (7d8)
Speed0 ft., fly 40 ft. (hover)
STRDEXCONINTWISCHA
6 (-2) 17 (+3) 10 (+0) 17 (+3) 14 (+2) 16 (+3)
Saving ThrowsInt +5, Wis +4
SkillsPerception +4, Stealth +7
Damage Vulnerabilities—
Damage Resistancesacid; bludgeoning; fire; lightning; piercing; slashing; thunder
Damage Immunitiescold; necrotic; poison
Condition Immunitiescharmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained
Sensesdarkvision 120 ft., passive Perception 14
Languagestelepathy 60 ft.
Challenge4

Traits

Crushing End.

If damage reduces Shemshime to 0 hit points, Shemshime instead drops to 1 hit point unless the damage is the result of Shemshime being crushed by an object weighing at least 1,000 pounds.

Incorporeal Movement.

Shemshime can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Maddening Touch.

Melee Spell Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Whispers of Violence.

Shemshime chooses up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 13 Wisdom saving throw, or that target takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature it can reach (Shemshime's choice) that Shemshime can see.

Howling Babble (Recharge 6).

Shemshime targets one creature it can see within 30 feet of it. The creature must make a DC 13 Wisdom saving throw. On a failed save, it takes 21 (4d8 + 3) psychic damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.