Umbral Sorceror

*Note: DP = the amount of DP you expended when activating Umbral Ally

Medium elemental

Umbral Sorceror
Armour Class 13 (natural armour)
HP 6 + 3 × DP
Speed 10m; Fly: 10m (hover)

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 10 (+0) 18 (+4) 1 (-5)

Damage Immunities DARK, POISON
Damage Weaknesses HOLY
Condition Immunities Ablaze, Berserk, Blind, Brittle, Charm, Confusion, Deaf, Disease, Exhaustion, Fear, Instant KO, Oil, Paralysis, Petrification, Poison, Prone, Restrain, Sap, Silence, Sleep, Stun, Unconscious
Senses Darkvision 20m, passive Perception 14
Languages understands the languages you speak
Challenge 2–4

Passives

Impermanence. The Umbral Ally cannot regain any HP.

Shadowlink. The summoner takes half of the damage (rounded up) that the Umbral Ally takes as DARK damage, which cannot be reduced by any resistance type. The spell attack damage that the Umbral Ally deals grants you Darkside.

Shadow Transposition (1/day). As a free action, the Umbral Ally and its summoner both teleport, swapping places, provided that they are within 40m of each other.

Actions

Multiattack. The Umbral Ally makes two Shadow Ray attacks.

Shadow Ray. Ranged Spell Attack: +7 to hit, range 20m, one target. Hit: 1d10 + 4 DARK damage.

Shadow Storm (recharge 5-6). Target a point within 20m. All creatures within a 6m radius Sphere of that point must make a DC 15 WIS saving throw, taking 6d6 + DP DARK damage on a failed save, and half damage on a successful save.