Monster
Shemshime
Outside your table’s allowed sources
Official reference · CM · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 13
- Hit points
- 31 (7d8)
- Speed
- Fly 40 ft. (hover)
- Challenge rating
- 4
- Strength
- 6
- Dexterity
- 17
- Constitution
- 10
- Intelligence
- 17
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 14
- Saving Throws
- int: +5; wis: +4
- Skills
- perception: +4; stealth: +7
- Senses
- darkvision 120 ft.
- Languages
- telepathy 60 ft.
- Resistances
- acid, bludgeoning, fire, lightning, piercing, slashing, thunder
- Immunities
- cold, necrotic, poison
- Condition Immunities
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Traits
Crushing End
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.
Incorporeal Movement
Shemshime can move through other creatures and objects as if they were 3. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Maddening Touch
Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
Whispers of Violence
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.
Howling Babble (Recharge 6)
Shemshime targets one creature it can see within 30 feet of it. The creature must make a DC 13 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.