Nightmare Shepherd

CreatureMOTp. 2212014

Large fiend, lawful evil

Armor Class
18 (natural armor)
Hit Points
133 (14d10 + 56)
Speed
fly 60 ft., 30 ft.
Challenge
11 (7,200 XP)
STR
19
+4
DEX
15
+2
CON
18
+4
INT
14
+2
WIS
17
+3
CHA
20
+5
Saving Throws
Con +8, Wis +7
Skills
Arcana +6, Deception +9, Perception +7, Persuasion +9
Damage Resistances
cold; necrotic
Damage Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 17
Languages
Abyssal, Common, Infernal

Traits

Aura of Nightmares.

Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the shepherd, that creature must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage.

Magic Resistance.

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

Actions

Multiattack.

The shepherd makes two attacks: one with its claws and one with its staff.

Claws.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 16 (3d10) necrotic damage.

Staff.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands, plus 26 (4d12) psychic damage.

Herd the Underworld (Recharges after a Short or Long Rest).

The shepherd pulls twisted souls from the Underworld; 1d6 shadows (without Sunlight Weakness) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they're destroyed. They disappear when the shepherd dies.

Spellcasting

Innate Spellcasting.

The shepherd's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

Raw data
{
  "ac": [
    {
      "ac": 18,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": "11",
  "hp": {
    "average": 133,
    "formula": "14d10 + 56"
  },
  "cha": 20,
  "con": 18,
  "dex": 15,
  "int": 14,
  "str": 19,
  "wis": 17,
  "name": "Nightmare Shepherd",
  "page": 221,
  "save": {
    "con": "+8",
    "wis": "+7"
  },
  "size": [
    "L"
  ],
  "type": "fiend",
  "skill": {
    "arcana": "+6",
    "deception": "+9",
    "perception": "+7",
    "persuasion": "+9"
  },
  "speed": {
    "fly": 60,
    "walk": 30
  },
  "trait": [
    {
      "name": "Aura of Nightmares",
      "entries": [
        "Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the shepherd, that creature must succeed on a {@dc 17} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage."
      ]
    },
    {
      "name": "Magic Resistance",
      "entries": [
        "The shepherd has advantage on saving throws against spells and other magical effects."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "The shepherd makes two attacks: one with its claws and one with its staff."
      ]
    },
    {
      "name": "Claws",
      "entries": [
        "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 16 ({@damage 3d10}) necrotic damage."
      ]
    },
    {
      "name": "Staff",
      "entries": [
        "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, or 13 ({@damage 2d8 + 4}) bludgeoning damage if used with two hands, plus 26 ({@damage 4d12}) psychic damage."
      ]
    },
    {
      "name": "Herd the Underworld (Recharges after a Short or Long Rest)",
      "entries": [
        "The shepherd pulls twisted souls from the Underworld; {@dice 1d6} {@creature shadow||shadows} (without Sunlight Weakness) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they're destroyed. They disappear when the shepherd dies."
      ]
    }
  ],
  "immune": [
    "poison"
  ],
  "resist": [
    "cold",
    "necrotic"
  ],
  "senses": [
    "darkvision 120 ft."
  ],
  "source": "MOT",
  "passive": 17,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "MW"
  ],
  "alignment": [
    "L",
    "E"
  ],
  "languages": [
    "Abyssal",
    "Common",
    "Infernal"
  ],
  "senseTags": [
    "SD"
  ],
  "traitTags": [
    "Magic Resistance"
  ],
  "actionTags": [
    "Multiattack"
  ],
  "damageTags": [
    "B",
    "N",
    "S",
    "Y"
  ],
  "languageTags": [
    "AB",
    "C",
    "I"
  ],
  "spellcasting": [
    {
      "name": "Innate Spellcasting",
      "type": "spellcasting",
      "daily": {
        "1e": [
          "{@spell confusion}",
          "{@spell dispel magic}",
          "{@spell hold person}",
          "{@spell suggestion}"
        ]
      },
      "ability": "cha",
      "headerEntries": [
        "The shepherd's spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:"
      ]
    }
  ],
  "hasFluffImages": true,
  "conditionImmune": [
    "poisoned"
  ],
  "spellcastingTags": [
    "I"
  ],
  "savingThrowForced": [
    "wisdom"
  ],
  "conditionInflictSpell": [
    "paralyzed"
  ],
  "savingThrowForcedSpell": [
    "wisdom"
  ]
}