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Wickshade

Medium fiend, chaotic evil

AC
14
HP
60
Speed
30
CR
4

The shadow a lantern throws in the last minutes before it fails — long, thin, and moving slightly out of time with the flame. Once it is loose it is no longer attached to any particular light, but it keeps the habit: a wickshade will not attack a creature until it has put a light between them, so that there is a shadow to arrive from.


Armor Class 14 (natural armor)

Hit Points 60 (11d8 + 11)

Speed 30 ft., fly 30 ft.


STR
8 (-1)
DEX
17 (+3)
CON
13 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)

Saving Throws Cha +5, Dex +5

Skills Stealth +7

Damage Vulnerabilities radiant

Damage Resistances acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, lightning, poison

Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained

Senses darkvision 120 ft., passive Perception 11

Languages Abyssal, telepathy 120 ft.

Challenge 4


Traits

Incorporeal Movement. The wickshade 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.

Light Sensitivity. While in bright light, the wickshade has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Cast from a Flame. While in dim light or darkness the wickshade can take the Hide action as a bonus action.

Actions

Multiattack. The wickshade makes two reaching attacks.

Reaching Dark. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Psychic damage.

Bonus Actions

Trade Places. The wickshade chooses a creature within 30 feet that is not in bright light. That creature must succeed on a DC 13 Charisma saving throw or swap places with the wickshade.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022