Lightstealer

Large Undead, Neutral Evil

Armor Class 15 (Natural Armor)

15 (Natural Armor) Hit Points 102 (12d10+36)

102 (12d10+36) Speed 30 ft., Fly 40ft. (hover)

STR DEX CON INT WIS CHA 13(+1 22(+6) 16 (+3) 13 (+1) 16 (+3) 10 (+0)

Saving throws Dex +10, Int +5

Dex +10, Int +5 Skills Stealth +10, Perception +7,Persuasion +4

Stealth +10, Perception +7,Persuasion +4 Condition Immunities unconscious, restrained, prone

unconscious, restrained, prone Damage Immunities Necrotic, Bludgeoning, Piercing, Slashing Damage from non-magic weapons

Necrotic, Bludgeoning, Piercing, Slashing Damage from non-magic weapons Senses Darkvision 120ft, Blindsight 60 ft, Passive Perception 17

Darkvision 120ft, Blindsight 60 ft, Passive Perception 17 Languages Common

Common Challenge 8 (3,900 XP)

Shadowborn. The Lightstealer can only move around in areas areas of dim light, or darker. If it starts it's turn in bright light, or brighter, it takes 11 (2d10) radiant damage.

Incorporial Movement. The Lightstealer can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Shadow Jaunt. As a bonus action, the Lightstealer can magically teleport from area of darkness to another it can see within 30 feet of it.

Draining Aura. Any creature that starts its turn with 5 feet of the Lightstealer, must make a DC 15 Constitution saving throw. On a failed save, the creature has disadvantage on all weapon attacks against the lightstalker.

Innate Spellcasting. The Lightstealer's innate spellcasting modifier is Wisdom (Spell save DC 15, +7 to hit with spell attacks) it can innately cast the following spells requiring no material component:

At Will: Darkness

2/day each: Fear, Crown of madness

1/day each: Confusion, Dimension door

Regeneration. If the Lightstealer starts it turn in darkness, it regenerates 1 hit point for every 5-foot cube of darkness surrounding it in a 5 foot radius. If the Lightstealer takes radiant damage, it cannot use it's regeneration.

Devour Light. Any natural Lightsources such as candles, torches, lanterns, etc., within 15 feet of the lightstealer are snuffed out and cannot be relighted until the Lightstealer moves out of range.

Actions

Multiattack. The Lightstealer uses it's devour strength ability twice, or it can make a shadowbolt attack in place of one use of it's devour strength ability.

Devour Strength. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 13 (3d6+6) Necrotic damage, the creature must then make a DC 15 Constitution saving throw, or the target reduces it's strength score by 1d4 and reduce it's maximum hit points by the amount of necrotic it took. A creature that either drops to 0 hit points, or it's strength score is reduced to 0, dies. The creature raises 24 hours later as a shadow.

Shadowbolt. Ranged Weapon Attack: +10 to hit, range 120ft., one target. Hit: 11 (1d10+6) necrotic damage.

Absorb Light (Recharge 5-6). The Lightstealer targets an area of light in a 20-foot cube it can see within 60 feet of it, and absorb all the light in the area. The Lightstealer then heals 1 hit point for every 5 foot cube of light absorbed in the area. Creatures that are caught in the area, must make a DC 15 constiution saving throw or take 23(8d6) necrotic damage on a failed save or half as much on a successful one.

Fade to Darkness. When in total darkness, the Lightstealer can use it's action to become invisible. As per the spell Invisibility.