28 (mage armor)
666
80ft.
22 (+6)
30 (+10)
24 (+7)
23 (+6)
16 (+3)
30 (+10)
Dex +16, Cha +16
necrotic, psychic
blinded, charmed, exhaustion, frightened
blindsight, passive Perception 20
common, undercommon, infernal, abyssal
20 (0 XP)
This creature's weapons are made of pure shadow energy, granting them the finessable property as well as a thrown range of 120/300ft.
This creature takes no damage instead of half damage on a succsesful dexterity save, and half on a failed save.
When attacked in melee, Shade may make an attack roll against an opponent's attack roll. If Shade rolls higher, the damage is negated. He may not parry a critical hit.
When missed in melee, Shade can make an attack against the assailent.
If Shade is below 100 hitpoints at the start of his turn, he makes a desperate move and allows the Codex to possess him, giving him 15d20 + 70 temporary hitpoints as well as an extra action that turn, and is immune to critical hits as long as he has any of these temporary hitpoints. This ability may not activate if he currently has any temporary hitpoints.
Shade makes seven melee attacks.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (4d4 + 10) piercing damage.
Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 10) piercing damage. Shade gains an extra attack that turn per use of this ability.
Melee Attack: +16 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage. Knocks the target 5 ft. away and knocks them prone. The knockdown is negated on a DC 21 str save.
Shade may snap his fingers to detonate any existing conjured Shadow Weapons of it's choice, dealing 4d8 necrotic damage in a 15ft. radius if it's a spear, or 4d4 in a 10ft. radius if it's a dagger. Damage is halved on a succsesful DC 21 reflex save.