Medium humanoid, neutral evil
- Armor Class
- 12
- Hit Points
- 49 (9d8 + 9)
- Speed
- 30 ft.
- Challenge
- 2 (450 XP)
- Saving Throws
- Cha +5, Con +3
- Skills
- Arcana +3, Stealth +6, Perception +4
- Senses
- darkvision 120 ft., passive Perception 14
- Languages
- Common
Traits
Sion has advantage on saving throws against spells and other magical effects if he is in dim light or darkness.
Magical darkness doesn't impede Sion's darkvision.
If Sion dies, his body melts into shadow, leaving behind only equipment he was wearing or carrying.
While in sunlight, Sion has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Sion makes one Shadow Sword attack and uses Affix Shadow or Spellcasting.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) necrotic damage.
Sion targets a creature within 60 feet of himself that he can see. That target must make a DC 13 Charisma saving throw. On a failed save, the target has the grappled condition (escape DC 13) as its shadow wraps around it. Once the target escapes the grapple, its shadow returns to normal.
Bonus Actions
While Sion is in dim light or darkness, he magically teleports up to 15 feet to an unoccupied space he can see that is also in dim light or darkness.
Spellcasting
Sion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):