WORLD LORE CHARACTERS TEAM

Shade

Medium humanoid, chaotic neutral

Armor Class

28 (mage armor)

Hit Points

666

Speed

80ft.

STR

22 (+6)

DEX

30 (+10)

CON

24 (+7)

INT

23 (+6)

WIS

16 (+3)

CHA

30 (+10)

Saving Throws

Dex +16, Cha +16

Damage Immunities

necrotic, psychic

Condition Immunities

blinded, charmed, exhaustion, frightened

Senses

blindsight, passive Perception 20

Languages

common, undercommon, infernal, abyssal

Challenge

20 (0 XP)

Shadow Weapons

This creature's weapons are made of pure shadow energy, granting them the finessable property as well as a thrown range of 120/300ft.

Evasion.

This creature takes no damage instead of half damage on a succsesful dexterity save, and half on a failed save.

Parry.

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.

Riposte.

When missed in melee, Shade can make an attack against the assailent.

Dark Possession.

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.

Actions

Multiattack.

Shade makes seven melee attacks.

Shadow Spear.

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (4d4 + 10) piercing damage.

Shadow Dagger.

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.

Forceful Kick.

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.

Legendary Actions

Dark detonation.

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.