Soul Monger

Medium humanoid (elf), Neutral

Armor Class

15 (studded leather armor)

Hit Points

123 (19d8+38)

Speed

walk 30 ft.

Saves

Dex +7, Wis +6, Cha +5

Skills

Perception +6

Damage Immunities

necrotic, psychic

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 60 ft.

Languages

Common, Elvish

Challenge

11

Fey Ancestry

The soul monger has advantage on saving throws against being charmed, and magic can't put it to sleep.

Magic Resistance

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

Soul Thirst

When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls.

Weight of Ages

Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn.

Innate Spellcasting

The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: chill touch, poison spray • 1/Day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming

Actions

Multiattack

The soul monger makes two phantasmal dagger attacks.

Phantasmal Dagger

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn.

Wave of Weariness (Recharge 4-6)

The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage.