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from the Lonely's Psychic Leech for the next 24        attacks of another action it takes.
        hours.

                                                               Shadow Stealth
        Legendary Actions                                      Type: Trait.

        Type: Action.
                                                               Shadow Stealth. While in dim light or darkness, the
        Talent Cost: 4 (Counts as 4 Talents).                  Lonely can take the Hide action as a bonus action.
        The Lonely gains 3 legendary actions, choosing
        from the options below. Only one legendary action      Tenacious Pursuer
        option can be used at a time and only at the end of
                                                               Type: Reaction.
        another creature's turn. The Lonely regains spent
        legendary actions at the start of its turn.            When a creature within 5 feet of the Lonely moves

        Charge. The Lonely moves up to its speed.              more than 20 feet away from the Lonely and the
        Detect. The Lonely makes a Wisdom (Perception)         Lonely can see that creature, the Lonely moves up
          check.                                               to its speed to a space nearest to the creature.
        Harpoon (Costs 2 Actions). The Lonely attacks
          with its Harpoon Arm.


        Quick Reel

        Type: Trait.
                                                               The Lost
        Quick Reel. The Lonely can use a bonus action
                                                               The Lost (CR 7) can have a maximum of 3 talents.
        to pull each creature grappled by it up to 25 feet
        straight toward it.

                                                               Disorienting Aura
        Magic Resistance                                       Type: Trait.

        Type: Trait.                                           Talent Cost: 2 (Counts as 2 Talents).

        Magic Resistance. The Lonely has advantage on          Disorienting Aura. Any creature, other than
        saving throws against spells and other magical         sorrowsworn, that starts its turn within 10 feet of
        effects.                                               the Lost must make a DC 13 Wisdom saving throw.
                                                               On a failed save, the creature becomes frightened.
                                                               While frightened in this way, the creature is blinded
        Magic Weapons                                          and deafened.  The creature can repeat the saving
        Type: Trait.                                           throw at the end of each of its turns, ending the
                                                               effects on itself with a successful save. A creature
        Magic Weapons. The Lonely's weapon attacks are
                                                               that successfully saves is immune to the Lost's
        magical.
                                                               Disorienting Aura for the next 24 hours.


        Shadow Jump                                            Magic Resistance
        Type: Trait.
                                                               Type: Trait.
        Shadow Jump. As a bonus action, the Lonely can         Magic Resistance. The Lost has advantage on
        teleport up to 30 feet to an unoccupied space it can
                                                               saving throws against spells and other magical
        see. Both the space it teleports from and the space
                                                               effects.
        it teleports to must be in dim light or darkness.
        The Lonely can use this ability between the weapon


                                                                       Chapter 2. Mordenkainen's Tome of Foes     185
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