Soul Shaker

(Journeys through the Radiant Citadel)

Large undead, Chaotic Evil

Armor Class13 (natural armor)
Hit Points76 (8d10 + 32)
Speed20 ft.
STRDEXCONINTWISCHA
20 (+5) 8 (-1) 18 (+4) 8 (-1) 11 (+0) 14 (+2)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancesnecrotic
Damage Immunitiespoison
Condition Immunitiescharmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained
Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 10
Languagestelepathy 60 ft.
Challenge4

Traits

Enthralled Lure (1/Day).

The soul shaker can cast the geas spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).

Reconstruction.

When the soul shaker is reduced to 0 hit points, it explodes into 7 (1d4 + 5) crawling claws. After 6 (1d12) days, if at least two of those crawling claws are alive, they teleport to the location of the soul shaker's death and merge together, whereupon the soul shaker reforms and regains all its hit points.

Unusual Nature.

The soul shaker doesn't require air, food, drink, or sleep.

Actions

Crushing Grasp.

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The soul shaker can have only one creature grappled in this way at a time.