Monster
Sion
Outside your table’s allowed sources
Official reference · QftIS · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12
- Hit points
- 49 (9d8 + 9)
- Speed
- Walk 30 ft.
- Challenge rating
- 2
- Alignment
- Neutral Evil
- Strength
- 16
- Dexterity
- 14
- Constitution
- 13
- Intelligence
- 12
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 14
- Saving Throws
- con: +3; cha: +5
- Skills
- arcana: +3; perception: +4; stealth: +6
- Senses
- darkvision 120 ft.
- Languages
- Common
Traits
Magic Resistance
Sion has advantage on saving throws against spells and other magical effects if he is in dim light or darkness.
Shadesight
Magical darkness doesn't impede Sion's darkvision.
Shadowy Demise
If Sion dies, his body melts into shadow, leaving behind only equipment he was wearing or carrying.
Sunlight Weakness
While in sunlight, Sion has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Multiattack
Sion makes one Shadow Sword attack and uses Affix Shadow or Spellcasting.
Shadow Sword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) necrotic damage.
Affix Shadow
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
Shadow Step
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.
Sion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: Mage Hand, Minor Illusion
1/day each: Darkness, Mirror Image, Silence