13
31 (7d8)
walk 0 ft., fly 40 ft. (hover)
Int +5, Wis +4
Perception +4, Stealth +7
acid, bludgeoning, fire, lightning, piercing, slashing, thunder
cold, necrotic, poison
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 120 ft.
telepathy 60 ft.
4
+2
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.
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.
Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
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.
Shemshime targets one creature it can see within 30 feet of it. The creature must make a DC 1 3 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.