Sources
CR
Type
Size
Alignment
Movement

Shemshime

Medium Undead, Unaligned

Armor Class 13
Hit Points 31 (7d8)
Speed 0 ft., fly 40 ft. (hover)
STR
6
-2
DEX
17
+3
CON
10
+0
INT
17
+3
WIS
14
+2
CHA
16
+3
Saving Throws INT +5, WIS +4
Skills Perception +4, Stealth +7
Damage Resistances acid, bludgeoning, fire, lightning, piercing, slashing, thunder
Damage Immunities cold, necrotic, poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 120 ft., passive Perception 14
Languages telepathy 60 ft.
Challenge 4 (1,100 XP)

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 (1d10) force damage if it ends its turn inside an object.

Actions

Maddening Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit:17 (4d6 + 3) 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 (1d8 + 3) 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). 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 (4d8 + 3) psychic damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.