Shadar-kai Soul Monger

Medium Humanoid (elf), Neutral Evil
MPMM

AC 15 (studded leather)

HP 136 (21d8 + 42)

Speed 30 ft.

STR

8 (-1)

Save -1

DEX

17 (+3)

Save +7

CON

14 (+2)

Save +2

INT

19 (+4)

Save +4

WIS

16 (+3)

Save +7

CHA

13 (+1)

Save +5

Saving Throws DEX +7, WIS +7, CHA +5

Skills Perception +7

Immunities Necrotic; Psychic

Condition Immunities Charmed, Exhaustion, Frightened

Senses darkvision 60 ft., Passive Perception 17

Languages Common, Elvish

CR 11

Traits

Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can't put it to sleep.

Magic Resistance. The shadar-kai has advantage on saving throws against spells and other magical effects.

Soul Thirst. When it reduces a creature to 0 hit points, the shadar-kai can gain temporary hit points equal to half the creature's hit point maximum. While the shadar-kai has temporary hit points from this trait, it has advantage on attack rolls.

Weight of Ages. Any Beast or Humanoid (except an elf) that starts its turn within 5 feet of the shadar-kai has its speed reduced by 20 feet until the start of that creature's next turn.

Actions

Multiattack. The shadar-kai makes two Shadow Dagger attacks.

Shadow Dagger. 7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the end of the shadar-kai's next turn. Hit or Miss: The dagger magically returns to the shadar-kai's hand immediately after a ranged attack.

Wave of Weariness (Recharge 4+). The shadar-kai emits weariness in a 60-foot cube. Each creature in that area must make a 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes half as much damage and doesn't gain a level of exhaustion.