b'The Unshackled \n'b'  Medium   undead ,  any chaotic  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  49 (9d8 + 9) \n'b' Speed  40 ft., fly 40 ft. (hover)\n'b' STATS STR: 19 (+4) DEX:  14 (+3)  CON:  12 (+1)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +5  Int  +5  Wis  +4 \n'b' Skills   Athletics  +6,  Arcana  +5,  History  +5,  Perception  +4 \n'b' Damage Resistances  fire, lightning; bludgeoning, piercing, and slashing; all damage from magical attacks \n'b' Damage Immunities  acid, cold, necrotic, poison, psychic \n'b' Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  stunned  \n'b' Senses  blindsight 60 ft., passive  Perception  14 \n'b' Languages  the languages it knew in life \n'b' Challenge  3 (700 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Eldritch Drain . When the unshackled deals damage to a creature, that creature must make a  Charisma  saving throw if any magic items on its person have 1 or more charges. The DC is equal to 13 + the number of such items it has. On a failure, the unshackled drains 1 charge from each item, regaining 5 (1d8 + 1)  hit points  for each charge. Drained charges are regained normally. If this draining reduces an item\xe2\x80\x99s charges to 0, any effects triggered by the item losing its last charge happen at once. \n'b'  Incorporeal Movement . The unshackled 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. \n'b'  Item Jump . The unshackled always knows the location and type (weapon, potion, wand, etc.) of each magic item within 150 feet of it. Once on each of its turns, when such an item is within its reach (even if the item is on another creature\xe2\x80\x99s body), the unshackled can use 10 feet of its movement to  teleport , emerging from a second magic item within 150 feet of the first one. It cannot  teleport  if there is no second item to emerge from, emerging instead in an unoccupied space within 5 feet of the first item. \n'b'  Unfettered Spirit . Unless the unshackled is  incapacitated , its speed cannot be reduced, it is immune to any any effect that would sense its emotions or read its thoughts, and it is hidden from  divination  magic. It also has advantage on saving throws against any effect that turns or controls Undead. \n'b'  Unusual Nature . The unshackled doesn\xe2\x80\x99t require air, food, drink, or  sleep . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The unshackled makes three Harrowing Chains attacks. \n'b'  Harrowing Chains .  Melee Weapon Attack : +6 to hit, reach 10 ft., one target.  Hit : 7 (1d6 + 4) necrotic damage, and the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'  Etherealness . The unshackled enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b'  Maelstrom of Chains (Recharge 5\xe2\x80\x936) . Each creature within 10 feet of the unshackled must roll a DC 14  Dexterity  saving throw. On a failure, the creature takes 13 (3d6 + 3) force damage, and it is  stunned  until the unshackled starts its next turn. On a success, a creature takes half as much damage and is not  stunned . \n'b'\n'b' ABOUT \n'b' The unshackled are the rare, enraged spirits who were once bound into a magic item but have somehow escaped. The binding stripped away most of their memory and identity, leaving them with little more than a burning rage at what they have endured. Yet their close ??e to the substance of magic itself has taught them much, and they pursue their revenge with malevolent intellect rather than reckless abandon. While most of these spirits remember little of who they were before they were bound, their memory of the binding itself is cruelly precise. They have a perfect recollection of the individual or organization that sentenced them to exist as living fuel for a magical device. Their longing for payback often manifests as a revenant-like desire for vengeance, drawing them unerringly to the hated binder\xe2\x80\x99s location. Others express their need for retribution by seeking to destroy spellcasters of all kinds.'