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Monster

Shemshime

Medium Undead

Candlekeep Mysteries Page 69
Armor Class 13
Hit Points 31 (7d8)
Speed Walk, Fly 40 ft. ((hover))
CR 4
STR 6 -2
DEX 17 +3
CON 10 +0
INT 17 +3
WIS 14 +2
CHA 16 +3

Traits

Crushing End

If damage reduces Shemshime to 0 hit points, Shemshime instead drops to 1 hit point unless the damage is the result of Shemshime being crushed by an object weighing at least 1,000 pounds.

Incorporeal Movement

Shemshime can move through other creatures and objects as if they were Difficult Terrain. It takes 5 () Force damage if it ends its turn inside an object.

Actions

Maddening Touch

Melee Spell Attack +5 to hit, reach 5 ft., one target. 17 () Psychic damage.

Whispers of Violence

Shemshime chooses up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 13 Wisdom saving throw, or that target takes 7 () Psychic damage and must use its reaction to make a melee weapon attack against one creature it can reach (Shemshime's choice) that Shemshime can see.

Howling Babble Recharge 6

Shemshime targets one creature it can see within 30 feet of it. The creature must make a DC 13 Wisdom saving throw. On a failed save, it takes 21 () Psychic damage and is until the end of its next turn. On a successful save, it takes half as much damage and isn't .
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