The first warning a composite shade is present is the sound of a myriad of muffled screams. The area it dwells will always be haunted and frequently is a spiritwell with many connected spiritfonts of every kind. The creature itself is a horrible fusion of spirits, each trying in vain to escape the whole. Several long, skeletal ectoplasmic arms and limbs jut from its core.
Tormented Souls. An amalgamation of spirits that met a torturous end, the composite shade seeks to torment the living. It will use any spiritfont it controls to harass and harm the living. It will use hauntings and poltergeists, as well as any undead creatures in the vicinity, to funnel a creature into a corner or dead end. Once trapped, the composite shade will manifest itself from its haunt and savagely attack the creature.
Large Undead (Spirit), Neutral Evil
Armor Class 11
Hit Points 147 (14d10 + 70)
Speed 0 ft., fly 30 ft. (hover)
Saving Throws Cha +7
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses blindsight 60 ft., passive Perception 12
Languages any languages it knew in life
Challenge 14 (11,500 XP) Proficiency Bonus +4
Chaotic Mind. The shade is immune to effects that contact or manipulate the mind such as telepathy and confusion.
Haunting Presence. The shade can create an Intensity 17 spiritfont with range of 100 feet by concentrating for 1 hour. The apparition can create up to 9 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 100 feet of another one.
Alternately, the shade can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 15 Intensity saving throw or become controlled. The shade can control no more than 9 spiritfonts at once.
Spirit Boundary. The shade can’t cross a barrier made from salt, powdered iron, or blessed ash.
Incorporeal Existence. The shade can move through objects and surfaces as if they were difficult terrain.
Cacophonic Wailing. Each living creature which begins its turn within 20 feet of the shade must make a DC 15 Wisdom saving throw. If the save is failed, it is at disadvantage on attack rolls made against the shade and is at disadvantage on Intelligence saving throws until the end of its next turn.
Multiattack. The shade makes four spectral claw attacks.
Spectral Claw. Melee Power Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Maddening Cacophony. One creature within 20 feet of the shade must make an Intelligence saving throw. If the save is failed, the target takes 28 (8d6) psychic damage and is confused as if under the effects of the confusion spell for 1 minute.
Possess (psionic). The shade’s possession save DC is 15 (Charisma based). It is a Puppeteer that can possess an object within 5 feet of it. When the shade possesses a target, its body assumes a spiritual form and is subsumed by its host.
Soul Absorption (recharge 6). One creature with 0 hit points within 5 feet of the shade must make a DC 15 Charisma saving throw. If the save is failed, the creature is killed and its spirit is absorbed into the shade. The shade regains hit points equal to four times the absorbed creature’s hit dice and may take another action this turn. An absorbed creature can’t be restored to life until the shade is slain.