Verdant Shadefiend
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Verdant Shadefiend a DnD variation of a Scorchbeast
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Model information
- Source
- Printables
- Category
- Characters & Monsters
- License
- Creative Commons — Public Domain
Verdant Shadefiend
Large Aberration, Chaotic Evil
Lore & Background
Deep within corrupted forests where planar rifts bleed necrotic energy into the wild, the Verdant Shadefiend stalks the skies. These creatures were once guardians of ancient groves, twisted by forbidden druidic rituals and the influence of the Shadowfell. Their wings drip with viridian magic, and their claws hum with soul-draining power.
Legends say Shadefiends are drawn to places where life and death intermingle—battlefields, plague-ridden woods, and desecrated shrines. Druids whisper that they are nature’s vengeance, hunting mortals who defile sacred lands. Their eerie green glow is not mere light—it is the essence of stolen vitality, writhing like smoke around their limbs.
Behavior:
Hunts in silence, ambushing prey from above.
Prefers to strike at spellcasters and drain their life force.
Feeds on fear and vitality, leaving forests eerily silent after its passing.
Adventure Hooks:
A Shadefiend has been sighted near a druidic circle—its presence warps the land into a necrotic wasteland.
A cult worships the Shadefiend as an avatar of primal death, offering sacrifices to summon more.
The creature guards a planar rift to the Shadowfell, and its death may seal the breach.
Stat Block
Armor Class: 17 (natural armor)
Hit Points: 168 (16d10 + 80)
Speed: 40 ft., fly 80 ft.
STR 20 (+5) | DEX 18 (+4) | CON 20 (+5) | INT 10 (+0) | WIS 16 (+3) | CHA 14 (+2)
Saving Throws: Dex +8, Con +9, Wis +7
Skills: Perception +7, Stealth +8
Damage Resistances: necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: frightened
Senses: darkvision 120 ft., passive Perception 17
Languages: understands Sylvan and Abyssal but cannot speak
Challenge: 10 (5,900 XP)
Proficiency Bonus: +4
Traits
Flyby. The Shadefiend doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Necrotic Aura. Creatures that start their turn within 10 ft. of the Shadefiend take 7 (2d6) necrotic damage.
Magic Resistance. The Shadefiend has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The Shadefiend makes two claw attacks and one bite attack.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) slashing damage plus 7 (2d6) necrotic damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 5) piercing damage.
Soul Drain (Recharge 5–6). The Shadefiend targets one creature within 30 ft. The target must make a DC 17 Constitution saving throw or take 36 (8d8) necrotic damage and lose one hit die until a long rest.
Legendary Actions
The Shadefiend can take 3 legendary actions, choosing from the options below:
Shadow Glide. Teleports up to 30 ft. to a space in dim light or darkness.
Wing Buffet. All creatures within 10 ft. must succeed on a DC 17 Strength saving throw or be knocked prone.
Necrotic Pulse (Costs 2 Actions). Emits a wave of viridian energy; all creatures within 20 ft. take 14 (4d6) necrotic damage.