Lord of Pain The Shrike is more than simply myth or legend, revired by some death cults as the end of all sentient races. The Shrike is bound to the time tombs, as either guardian or prisoner it is unclear. Some speculate, and others hope, that one day the Shrike will be released from its bounds to bring death to the material plane.

Shrike large aberration, lawful evil Armor Class 18

18 Hit Points 300 (24d10 + 168)

300 (24d10 + 168) Speed 50 ft. STR DEX CON INT WIS CHA 15 (+3) 23 (+6) 24 (+7) 10 (+0) 10 (+0) 10 (+0) Condition Immunities charmed, frightened, paralyzed, or poisoned.

charmed, frightened, paralyzed, or poisoned. Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from non magical weapons.

cold, fire, lightning, poison; bludgeoning, piercing, and slashing from non magical weapons. Senses true sight 60 ft., passive Perception 18

true sight 60 ft., passive Perception 18 Languages -

- Challenge 20 (25,000 XP) Legendary Resistance (3/Day). If the shrike fails a saving throw, it can choose to succeed instead.

Magic Resistance. The shrike has advantage on saving throws against spells and other magical effects.

Regeneration. The shrike regains 10 hit points at the start of its turn if it has at least 1 hit. point.

Reflective Carapace. Any time the shrike is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, the shrike is unaffected, and the effect is reflected back at the caster as though it originated from the shrike, turning the caster into the target.

Bound. The shrike is magically bound to an area. As long as the shrike is on the same plane of existence as its bound location it will return within 1d20 +5 years when killed.The shrike knows the distance and direction to any creatures within its bound location.

Actions Multiattack. The shrike can use its Frightful Presence. It then makes four attacks with its claws.

Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Frightful Presence. Each creature of the shrike's choice within 60 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the shrike is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the shrike's Frightful Presence for the next 24 hours.

Teleport (Recharge 4-6). The shrike magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the shrike can make one claw attack.

Legendary Actions The shrike can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shrike regains spent legendary actions at the start of its turn.

Attack. The shrike makes one claw attack.

Move. The shrike moves up to half its speed.