_Assassins of Silence and Sovereignty_ --- **Medium Undead (Vampire), Lawful Evil** **Armor Class** 22 (Shadowcloak Tactical Mesh) **Hit Points** 387 (41d8 + 205) **Speed** 40 ft., climb 30 ft., shadow step --- **STR** 18 (+4) **DEX** 26 (+8) **CON** 20 (+5) **INT** 18 (+4) **WIS** 20 (+5) **CHA** 22 (+6) --- **Saving Throws** Dex +15, Int +11, Wis +12, Cha +13 **Skills** Stealth +15, Acrobatics +15, Insight +12, Perception +12, Deception +13, Sleight of Hand +15 **Damage Resistances** necrotic, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** blinded, charmed, deafened, exhausted, grappled, paralyzed, poisoned, restrained **Senses** darkvision 120 ft., blindsight 30 ft., truesight 30 ft., passive Perception 22 **Languages** Common, Veinscript, Thieves’ Cant, telepathy 120 ft. **Challenge** 24 (62,000 XP) **Proficiency Bonus** +7 --- ### Traits **Shadowmeld.** While in dim light or darkness, the Shadow-Tether is invisible unless it attacks or casts a spell. **Unseen Execution.** The Shadow-Tether has advantage on attacks against any creature that hasn’t taken a turn yet this round or is unaware of its presence. **Warranted Lethality.** Against targets under a Vein Writ or Lawbrand, the Shadow-Tether scores a critical hit on rolls of 18–20 and ignores resistance to necrotic and psychic damage. **Blood Echo Pulse.** The Shadow-Tether can sense the heartbeat of any living creature within 60 ft. It knows direction and distance but not identity unless it has tasted their blood. **Mythic Resistance.** When the Shadow-Tether fails a saving throw, it can choose to succeed instead. 3/day. --- ### Actions **Multiattack.** The Shadow-Tether makes three attacks with its Silencer Blades or two attacks and uses _Fade Between_. **Silencer Blades.** _Melee Weapon Attack:_ +15 to hit, reach 5 ft., one target. _Hit:_ 21 (4d6 + 8) slashing damage + 18 (4d8) psychic damage. If the target is surprised or restrained, they must make a DC 20 Wisdom saving throw or be stunned until the start of their next turn. **Fade Between (Recharge 5–6).** The Shadow-Tether teleports up to 60 ft. to an unoccupied space it can see in dim light or darkness, then makes one weapon attack with advantage. **Vein Garrote.** _Recharge 6._ As a bonus action, the Shadow-Tether attempts to garrote a creature within 10 ft. A DC 21 Strength or Dexterity save is required or the target is grappled, restrained, and silenced for 1 minute. A creature restrained this way can repeat the save at the end of each of its turns. --- ### Legendary Actions The Shadow-Tether can take 3 legendary actions, only one at a time, at the end of another creature’s turn. Regains at the start of its turn. - **Gutter Silence.** Target within 30 ft. must make a DC 20 Constitution saving throw or be silenced until the end of its next turn. - **Shadowleap.** The Shadow-Tether teleports 30 ft. to a location it can see in dim light or darkness. - **Echo Severance (Costs 2).** One target must make a DC 22 Wisdom save or become blinded and deafened for 1 minute. Repeat save at the end of each turn.