Base Class: Monk
Monks of the Way of the Ten Shadows have learned how to earn the loyalty of spirits of shadow, thus gaining the ability to summon these spirits to aid them in battle. This technique is typically passed down in families. These spirits have assorted abilities, both defensive and offensive, with which they can aid the summoner. Some can even be used for travel - the TIger Funeral can be used as a mount, in which case it provides protection to the rider, and the Nue can carry its summoner in flight.
Shadow Summons
At 3rd level, you gain the ability to summon shadows inherently connected with the Ways of the Ten Shadows. As an action, you may expend Ki points to summon one of nine different shadows. Shadows follow your commands and are friendly to the party. They act on your initiative in combat. You may summon a shadow in any unoccupied space that you can see within 20 feet.
Once a shadow is summoned, it remains in existence until it drops to 0 hit points or until dispelled. Dispelling a shadow requires a reaction and can be done at any time. If a shadow is dispelled during combat, it may be resummoned without the use of an action. No more than three shadows can be in existence at a time. You can not summon more than one of each shadow at any one time (Divine Dog being an exception, Divine Dog can be summoned twice). Shadows understand whatever languages their summoner speaks.
Different spirits require different levels to summon. The following table shows the number of levels required as well as the number of Ki points required to summon each spirit:
|
Shadow Spirit |
Monk Level |
Ki Points |
|---|---|---|
|
Divine Dog |
3 |
2 |
|
Gama |
4 |
2 |
|
Nue |
5 |
3 |
|
Rabbit Swarm |
6 |
3 |
|
Great Serpent |
7 |
3 |
|
Divine Dog Totality |
8 |
4 |
|
Piercing Ox |
9 |
4 |
|
Winged Gama |
10 |
4 |
|
Round Deer |
11 |
5 |
|
Nue Reimagined or Nurochi |
12 |
5 or 7 |
|
Max Elephant |
13 |
5 |
|
Tiger Funeral |
14 |
6 |
|
Merged Beast Agito |
16 |
10 |
|
Wheel of Dharma (Shadow Master) |
17 |
12 |
|
Eight-Handled Sword Divergent Sila Divine General Mahoraga (Shadow Master) |
17 |
15 |
|
Mahoraga Divine Beast Form (Shadow Master) |
20 |
20 |
Keen Hearing and Smell. The Divine Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Divine Dog has advantage on attack rolls against a creature if at least one of the Divine Dog's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Sniff Magic. As an action, the Divine Dogs can indicate any creature or object within 30 feet that bears magic. While this ability does not require line of sight, for objects out of sight of you all the Divine Dogs can indicate is the direction of the magic creature or object. You can not learn what the creature or object is. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Description
The Divine Dogs are a pair of twin wolves, one black and one white. They have the ability to detect magic. Note that summoning Divine Dogs does summon two creatures (using a total of 2 ki, not 4 ki); these statistics are for one of them.
Amphibious. The Gama can breathe air and water.
Standing Leap. The Gama's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Tongue Grab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is grappled. Grappled creatures may attempt to escape at the end of each of their turns, with DC 13. Until this grapple ends, the target is restrained, and the Gama can't grab another target. If a creature is grappled this way, the Gama can make a Tongue Slam attack against it once per turn as a bonus action.
Tongue Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 2) bludgeoning damage.
Mouth Haven. As a reaction, the Gama grabs a willing target with its tongue and holds them in its mouth. The target has total cover against attacks and other effects outside the toad but is blinded and restrained. The Gama can only have one creature in its mouth at a time. This ends when the summoner commands or when the Gama is dispelled, including when it is reduced to 0 hit points.
Description
The Gama is a massive frog, able to attack with its long tongue or protect its allies inside its massive mouth.
Growing Power. Depending on the amount of energy used to summon it, the Nue may become more powerful. If summoned using 3 Ki points it has the power Electric Wings, and if summoned using 4 Ki points it has the power Stunning Wings. Also, when summoned using 4 Ki points, it adds +2 to its AC.
Flyby. The Nue doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The Nue has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Multiattack. The Nue makes two attacks.
Electric Wings. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated until the end of its next turn.
Stunning Wings. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
Winged Escape. As a reaction, the Nue can lift a willing target into the air and carry them 30 feet in any direction (including up) without provoking an attack of opportunity.
Description
The Nue is a winged creature resembling an owl wearing a humanoid mask. It can carry allies and attack with its electrified wings. Depending on the amount of energy used to summon it, it may become more powerful. If summoned using 3 Ki points it has the power Electric Wings, and if summoned using 4 Ki points it has the power Stunning Wings. Also, when summoned using 4 Ki points, it adds +2 to its AC.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rabbit. The swarm can’t regain hit points or gain temporary hit points.
Swarm of Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 13 (3d6 + 3) piercing damage, or 6 (1d6 + 3) piercing damage if the swarm is at half of its hit points or fewer, and the target has disadvantage on attack rolls until the start of its next turn.
Rabbit Escape. As a reaction, the summoner (not the Rabbit Swarm) is able to immediately move 30 feet without provoking attacks of opportunity. The summoner then gains advantage on the next melee attack.
Description
A massive swarm of rabbit spirits which serve as a distraction and diversion, allowing the summoner to use the chaos to their advantage.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the Great Serpent can't constrict another target.
Description
The Great Serpent is a giant snake able to ensnare and immobilize enemies.
Keen Hearing and Smell. The Divine Dog Totality has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The Divine Dog Totality makes two attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claws.. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Description
Divine Dog Totality is a combination of the two Divine Dogs spirits, a black and white creature similar to a werewolf. It cannot be summoned at the same time as the Divine Dogs spirit.
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage. If the Piercing Ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage, and it must succeed on a DC 16 Strength saving throw or have the prone condition.
Description
A giant ox with immense strength, capable of a powerful charging attack.
Amphibious. The Winged Gama can breathe air and water.
Flyby. The Winged Gama doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Tongue Grab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is grappled. Grappled creatures may attempt to escape at the end of each of their turns, with DC 13. Until this grapple ends, the target is restrained, and the Winged Gama can't grab another target. If a creature is grappled this way, the Winged Gama can make a Tongue Slam attack against it once per turn as a bonus action.
Tongue Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 2) bludgeoning damage.
Mouth Haven. As a reaction, the Winged Gama grabs a willing target with its tongue and holds them in its mouth. The target has total cover against attacks and other effects outside the Winged Gama but is blinded and restrained. The Winged Gama can only have one creature in its mouth at a time. This ends when the summoner commands or when the Winged Gama is dispelled, including when it is reduced to 0 hit points.
Winged Escape. As a reaction, the Winged Gama can lift a willing target into the air and carry them 30 feet in any direction (including up) without provoking an attack of opportunity.
Description
The Winged Gama is a combination of the Nue Shadow Spirit and the Gama Shadow Spirit. It takes the form of two winged toads. Note that summoning Winged Gama does summon two creatures; these statistics are for one of them.
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Healing Touch. Once per short rest, the Round Deer touches another creature. The target magically regains 30 (6d8+3) hit points.
Restorative Touch. Once per long rest, the Round Deer touches another creature. One curse on the target, including the target's attunement to a cursed magic item, is ended.
Description
The Round Deer is a shadow spirit in the form of an enormous deer. Imbued with positive energy, it bears the ability to heal and defeat curses.
Ultimate Nue. Nue gains extra strength.
Flyby. The Nue doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Hearing and Sight. The Nue has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Magic Weapons. The Nue's weapon attacks are magical.
Multiattack. The Nue makes two attacks: one with its Wings and one with its Talons.
Electric Wings. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage + 7 (2d6) lightning damage and the target must succeed on a DC 17 Constitution saving throw or be incapacitated until the end of its next turn.
Talons. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Stunning Wings. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 8 (2d6 + 2) lightning damage, and the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn.
Lightning Charge (Recharge 5-6). Niue releases a multitude of lightning bolts in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save and becoming stunned for 1 minute, or half as much damage and not becoming stunned on a successful one. The affected may make a DC 18 Constitution saving throw at the beginning of it's turns, on a success it will end the condition early.
Winged Escape. As a reaction, the Nue can lift a willing target into the air and carry them 30 feet in any direction (including up) without provoking an attack of opportunity.
Description
When Nue is reimagined a winged creature resembling an owl with a human face and giant yellow eyes. It can carry allies and attack with its electrified wings. Depending on the amount of energy used to summon it, it may become more powerful. If summoned using 5 Ki points it has the power Electric Wings, and if summoned using 7 Ki points it has the power Stunning Wings. Also, when summoned using 7 Ki points, it adds +5 to its AC. Cannot be summoned when Nue is summoned.
Trunk Deluge (3 per day). The Max Elephant lets loose a 30-foot cone of blasting water. Each creature in that area must make a DC 15 Strength saving throw. On a failed save, a creature takes 36 (8d8) bludgeoning damage and is pushed up to 10 feet away from the Max Elephant. On a successful save, a creature takes half as much damage and isn’t pushed.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Description
The Max Elephant is an elephant shadow spirit with the ability to attack with large amounts of water sprayed from its trunk as well as crushing enemies.
Avoidance. If the Tiger Funeral is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Funeral of Tigers. The Tiger Funeral projects a magical illusion that makes there appear to be a group of tigers, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Tiger Funeral is incapacitated or has a speed of 0. If the Tiger Funeral is being used as a mount, the rider also receives this same protection and all attacks against them have disadvantage.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make a second claw attack against it as a bonus action.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Description
The Tiger Funeral is a spirit that takes the form of a massive tiger, large enough to ride. It can summon an illusory horde of other tigers, which hides it and its rider, granting protection.
Regeneration. The Merged Beast Agito regains 10 hit points at the start of its turn. If it takes necrotic or radiant damage, this trait doesn't function at the start of its next turn.
Protection. While the Merged Beast Agito is present, the summoner has +3 to AC.
Avoidance. If the Merged Beast Agito is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. The Merged Beast Agito makes three attacks: one with its Electric Strike and two with its claws.
Electric Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) lightning damage, and the target must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn.
Claw. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Healing Touch. Once per short rest, the Merged Beast Agito touches another creature. The target magically regains 30 (6d8+3) hit points.
Restorative Touch. Once per long rest, the Merged Beast Agito touches another creature. One curse on the target, including the target's attunement to a cursed magic item, is ended.
Description
Merged Beast Agito is a towering humanoid shadow spirit created by combining the Great Serpent, Tiger Funeral, and Round Deer. It is able to regenerate, protect its summoner, and attack with electricity. Cannot be summoned when Great Serpent, Tiger Funeral, Round Deer, Nue, or Nue Reimagined are summoned.
Shadow Storage
At 3rd level, you gain the ability to move physical mass in and out of shadows at will. You are able to store items within your own shadow. Items stored can not be larger than your own body. It takes a bonus action to place an item into or retrieve an item from your shadow. Items placed into your shadow can not be seen, touched, or harmed by any other creature. However, they do count against your Encumbrance; you can not place items into your shadow that exceed your ability to carry weight.
Shadow Step
At 6th level, you gain the ability to move through shadows. As your action, you may enter any shadow that is at least as large as your body and teleport to another shadow that you can see within your range of movement. If in combat, you may not use the same shadow again until the end of combat. This movement does not provoke attacks of opportunity.
Shadow Control
At 11th level, you begin to master control over shadows. You gain the ability to attack from the shadows and the ability to grapple an enemy using their own shadow.
After using your Shadow Control attack feature, as a bonus action, you may make an unarmed strike which deals an extra 6d6 magical bludgeoning damage in addition to your normal unarmed strike damage. If you are within 5 ft. of a Shadow Summon you attack with advantage. Advantage in this manner can only be used once per combat.
After using your Shadow Control grapple feature, the creature must succeed a strength saving throw equal to 8 + your Strength Modifier + your Proficiency Modifier. The roll is made with advantage. If the creature is grappled, at the start of its turn it may roll to escape using the same saving throw as before. You may only attempt to grapple a creature once per combat.
Shadow Master
At 17th level, you gain the ability to summon a special shadow, the Eight-Handled Sword Divergent Sila Divine General. The General does not require Ki points to summon, but may only be summoned once per long rest, as an action.
Each time it is summoned before being tamed, it will hostile to you and each creature within thirty feet. The General does not follow your commands; it is under the DM’s control and will attack the summoner unless a creature is closer to him. If untamed, It receives its own initiative in combat otherwise it matches your initiative. You may summon the General in any unoccupied space that you can see within 60 feet. Once the General is summoned, it remains in existence until it drops to 0 hit points or until the summoner drops to 0 hit points.
If Eight-Handled Sword Divergent Sila Divine General is defeated in combat, it becomes an available shadow summon requiring 15 ki points to summon. The summoner gains the ability to dispel the General. Dispelling the General uses a reaction and can be done at any time.
After taming the General, the summoner gains a new optional summon, using 12 ki points the summoner can instead summon only the Wheel of the General and can use the trait "Wheel of Adaptation" found on the General's statblock. The wheel follows the same rules as stated with the additional requirement of using your full turn to successfully summon the wheel.
Wheel of Dhara. Mahoraga's unique trait is the ability to adapt to any and all phenomena. While Mahoraga is in combat, it gains the following beneficial effects in sequence at the start of each of its turns. At turn 12, Mahoraga becomes invincible.
- Indominable Perseverance. Mahoraga is immune to being stunned and cannot be banished or have its form altered.
- Magic Resistance. Mahoraga has advantage on saving throws against spells and other magical effects.
- Shadow Resiliance. Mahoraga gains resistance to bludgeoning, piercing and slashing damage.
- Unstopable Monster. When Mahoraga rolls for an attack or saving throw, he treats a d20 roll of 9 or lower as a 10.
- Limited Magic Immunity. Mahoraga can't be affected or detected by spells of Sth level or lower unless it wishes to be and also takes half damage from spells and magical effects.
- Mostly Adapted. Mahoraga is now is now immune to bluedgoning, piercing and slashing damage. It is also immune to cold, fire, lightning and thunder damage.
- Great Magic Immunity. Mahoraga can't be affected or detected by spells of 8th level or lower unless it wishes to be and also takes half damage from spells and magical effects.
- Greater Perseverance. Mahoraga is immune to being blinded, charmed, deafened, and frightened.
- Improved scenes. Mahoraga gains 120 ft. of blindsight, tremorsense, truesight, and devil's sight.
- Divine Protection. Mahoraga can't be affected or detected by spells of 9th level or lower unless it wishes to be and also takes half damage from spells and magical effects this includes wish.
- Alter form. Mahoraga can change his size at will to anything from tiny to gargantuan.
- Fully Adapted. Mahoraga is now is now immune to immune to acid, force, radiant, poison, psychic, and necrotic damage.
Multiattack. The Eight-Handled Scourge makes two Sword of Extermination attacks.
Sword of Extermination. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 11 (2d10) radiant damage.
Description
The Eight-Handled Scourge is a hulking humanoid with an eight-handled wheel floating above its head, which allows it to adapt to attacks. It has four wings on its face in place of its eyes. It wields the Sword of Extermination, a blade powered by positive energy.
Legendary Resistance (3/Day):
- If Kageshin fails a saving throw, it can choose to succeed instead. This ability represents the adaptation power of Mahoraga.
Innate Regeneration:
- Kageshin can regenerate 50 hit points at the start of its turn if it has at least 1 hit point. It cannot regenerate if it has taken radiant damage or if it is incapacitated.
Multi-Headed Fury:
- Kageshin has 5 heads representing the fusion of Nue, Divine Dogs, Great Serpent, Morning Tiger, and Mahoraga. It can use each head to attack in combat. When Kageshin makes a melee attack, it can choose which head to attack with, each providing a unique type of attack.Shifting Form:
- As a shape-shifting Shikigami, Kageshin can assume a serpentine, bird-like, or quadruped form on its turn, altering its movement and attacks. This allows it to use different action options and adapt to combat, changing its size (Large or Huge) or flight capabilities.
Thunderstorm Aura:
- The area within 120 feet of Kageshin is filled with crackling lightning. Any creature that starts its turn within this radius takes 10 (3d6) lightning damage. This ability reflects Nue’s lightning powers.
Multiattack:
- Kageshin makes three attacks: one with its bite, one with its claws, and one with its tail, or it can use its Breath of the Shadow God.
Bite (Thunderous Strike):
- Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
- Hit: 30 (4d10 + 8) piercing damage plus 18 (4d8) lightning damage.
Claws (Serpent Constriction):
- Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
- Hit: 28 (4d8 + 8) slashing damage. The target must succeed on a DC 23 Strength saving throw or be restrained by the fusion’s claws. The restrained target takes 15 (3d6) bludgeoning damage at the start of Kageshin’s next turn.
Tail (Mahoraga’s Might):
- Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
- Hit: 40 (5d10 + 8) bludgeoning damage, and the target is knocked prone.
Breath of the Shadow God (Recharge 5-6):
- Kageshin exhales a devastating burst of energy in a 60-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 70 (20d6) lightning and necrotic damage on a failed save, or half as much damage on a successful one. This attack represents the combination of Nue's lightning and Mahoraga's evolving curse.
Tenfold Strike:
- Melee Weapon Attack: Kageshin makes 5 melee attacks, each with its bite, claws, or tail, in a single turn. Each attack uses a different head (Nue’s lightning bite, Great Serpent’s constricting tail, etc.). If Kageshin uses this action, it cannot use its Breath of the Shadow God for 1d4 turns.
Domain Expansion: Tenfold Shadow Realm
Domain Expansion: Tenfold Shadow Realm Features:
Area of Effect:
- The Tenfold Shadow Realm expands in a 100-foot radius around Kageshin, shaping the environment into a swirling blend of stormy clouds, crackling lightning, and overgrown jungle. The terrain becomes shifting and unstable, with parts of the ground constantly regenerating and reforming as though influenced by Round Deer’s healing abilities and Nue's stormy power.
Enhanced Abilities:
While within the Tenfold Shadow Realm, Kageshin gains the following benefits:
- Lightning Storm: The storm within the domain is constantly alive with electrical discharges. Creatures within the domain must succeed on a DC 22 Constitution saving throw at the start of their turn or take 20 (6d6) lightning damage.
- Cursed Adaptation: Kageshin’s attacks become more devastating while inside the domain. All of Kageshin's melee attacks (bite, claws, and tail) gain +2 bonus to attack rolls and deal an additional 10 (3d6) lightning damage, as the domain draws power from Nue's lightning.
- Regenerative Aura: Kageshin's regenerative abilities are amplified within its domain. It regenerates 50 hit points at the start of its turn, even if it’s below half its maximum hit points. This regeneration cannot be stopped by any effect that prevents healing.
- Shadow Manipulation: Kageshin can manipulate shadows within the domain to attack or defend. It can use its bonus action to either:
- Shadow Tendrils: Kageshin summons shadowy tendrils to grab and restrain creatures. Any creature within 30 feet of Kageshin must succeed on a DC 22 Strength saving throw or be restrained for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Cursed Barrier: Kageshin can form a defensive shield of pure cursed energy for itself or an ally within its domain. This barrier absorbs 40 hit points worth of damage before dissipating.
Environmental Effects:
- The Tenfold Shadow Realm also distorts the environment, giving Kageshin tactical advantages:
- Illusory Terrain: The terrain can shift unpredictably. Any creature within the domain that attempts to cast a spell requiring sight must succeed on a DC 18 Intelligence saving throw or have the spell fail as the environment distorts and obscures vision.
- Lurking Shadows: Kageshin can cause the shadows to disappear and reappear within the domain. Once per turn, it can teleport up to 60 feet to an unoccupied space it can see within the domain. After teleporting, it has advantage on its next attack roll.
- Regeneration Zones: At the end of each of Kageshin’s turns, a 10-foot radius area of the domain becomes a Regeneration Zone, healing 20 hit points per turn for any creature inside it (including enemies). Kageshin can use this to strategically heal or trap enemies within the healing zone.
Duration and Limitations:
- The Tenfold Shadow Realm lasts for 1 minute and cannot be dispelled by normal means. Once activated, it cannot be used again until after a long rest or a short rest with a DC 25 Constitution saving throw to recharge it.
- Kageshin can be disrupted in its domain if it is hit by force damage or radiant damage while the domain is active. If Kageshin is incapacitated or knocked unconscious, the domain immediately collapses.
Legendary Actions - Domain Expansion Usage:
When Kageshin activates Tenfold Shadow Realm, it gains the following Legendary Actions during the duration of the domain.
-
Crushing Lightning (Costs 1 Action):
- Kageshin summons a bolt of lightning to strike a creature within the domain. The creature must make a DC 22 Dexterity saving throw or take 40 (12d6) lightning damage and be stunned until the end of its next turn. A successful save reduces the damage by half and negates the stunned condition.
-
Shadow Barrage (Costs 2 Actions):
- Kageshin summons shadowy projectiles from the darkness around it and fires them at up to three targets within the domain. Each target must make a DC 22 Dexterity saving throw, taking 30 (8d6) piercing damage on a failed save, or half as much on a successful one.
-
Regeneration Burst (Costs 3 Actions):
- Kageshin can trigger a healing surge within its domain, regaining 60 hit points and allowing all allies (or itself) within the domain to regain 10 (3d6) hit points. All creatures within the domain must make a DC 20 Constitution saving throw, taking 25 (7d6) necrotic damage on a failed save or half on a successful one.
Adaptation (Recharge 2-3):
- Trigger: When Kageshin is hit by an attack or affected by a harmful condition, it can use its Adaptation reaction to change its form and resist the effect in a specific way.
Kageshin can choose one of the following adaptations as a reaction when it is hit by an attack or subjected to a harmful condition (such as being blinded, paralyzed, poisoned, or frightened). Kageshin gains resistance to the damage from the triggering attack or advantage on the saving throw against the condition.
Kageshin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kageshin regains spent legendary actions at the start of its turn.
Shadow Dash:
- Kageshin moves up to half its speed without provoking opportunity attacks. It can take this action twice in a turn, making it exceptionally mobile.
Crackling Roar (Costs 2 Actions):
- Kageshin releases a terrifying roar filled with electrical energy. Each creature within 60 feet of it must succeed on a DC 22 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regeneration Burst (Costs 3 Actions):
- Kageshin instantly regenerates 40 hit points. Additionally, all creatures within 60 feet must make a DC 20 Constitution saving throw, taking 25 (6d6) necrotic damage on a failed save or half as much on a successful one.
When Kageshin's hit points drop below half, it gains access to the following Mythic Actions, which can be used once per turn, at the end of the Mythic Action phase. These actions represent the ultimate power of its domain and fusion of Shikigami.
Shadow Storm Ascension
- Kageshin unleashes its full storm-like power.
- Effect: Kageshin's body surges with uncontrollable energy, and it conjures a massive storm that blankets the battlefield in a terrifying swirl of lightning, darkness, and cursed energy. This storm creates a 500-foot radius area of effect that persists until the end of its next turn.
- All creatures within the storm’s area must make a DC 22 Constitution saving throw or take 60 (18d6) lightning and necrotic damage, or half as much on a successful save.
- Kageshin is immune to the damage it deals and can choose to regain 20 hit points for every creature within the storm’s area that fails its saving throw.
Shadowstep of the Beast
- Kageshin takes the form of a terrifying hybrid creature and strikes with ferocity.
- Effect: Kageshin immediately teleports up to 60 feet to a space it can see within its domain, and as it does so, it transforms momentarily into a hulking beast made entirely of shadows and cursed energy. This transformation allows it to attack all creatures within 10 feet of its destination with a powerful shadow-infused bite or claw strike.
- This strike deals 40 (8d6) slashing damage plus 20 (6d6) necrotic damage.
- All creatures hit by the attack must make a DC 20 Constitution saving throw or be frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Eclipsing Grasp of Mahoraga
- Kageshin summons the dark, infinite power of Mahoraga's cursed form.
- Effect: Kageshin summons the infinite power of Mahoraga, creating an area of supernatural gravity centered on itself. The gravitational pull distorts space, causing all creatures within a 30-foot radius to be pulled toward Kageshin.
- Each creature must make a DC 22 Strength saving throw or be pulled to Kageshin’s space, becoming grappled and restrained until the end of their next turn.
- While grappled, the creatures take 30 (8d6) necrotic damage at the start of each of Kageshin’s turns.
- Kageshin can choose to slams any creature within the grasp into the ground, dealing 50 (10d10) bludgeoning damage to all restrained creatures.
- After the grasp ends, all affected creatures must make a DC 20 Wisdom saving throw or suffer blinded and deafened for 1 minute as their senses are overwhelmed by cursed energy.
Cursed Rebirth
- Kageshin taps into its regenerative essence, coming back stronger than ever.
- Effect: Kageshin’s regenerative powers take over when it's critically injured, instantly mending its form. Kageshin can use Cursed Rebirth as a free action when its hit points drop below half.
- Regeneration: Kageshin regains 100 hit points and immediately removes any conditions (except stunned) affecting it, such as frightened, paralyzed, or poisoned.
- In addition to healing, Kageshin's next attack or ability gets a +2 bonus to attack rolls and deals an additional 20 (6d6) necrotic damage.
Final Hour of the Ten Shadows
- Kageshin sacrifices the last of its Shikigami powers to deliver a cataclysmic blow.
- Effect: In its final moments, when Kageshin is on the brink of death, it can perform the Final Hour of the Ten Shadows. This devastating action combines all the powers of its Shikigami into one terrifying attack.
- Effect: Kageshin channels all of its energy into a massive beam of cursed light, sweeping through a 100-foot line and dealing 100 (30d6) force and lightning damage to all creatures in its path. Creatures caught in the beam must make a DC 24 Dexterity saving throw or take full damage, or half as much on a successful save.
- Aftermath: Once Kageshin uses this ability, it immediately dies or is reduced to 0 hit points. The aftermath leaves a searing trail of cursed energy that remains in the area, causing all creatures that enter the line for the next minute to suffer 10 (3d6) necrotic damage at the start of their turns.
Description
Kageshin, the Tenfold Shadow Dragon, is a terrifying fusion of ancient cursed energy and the mighty beasts of the Ten Shadows Technique. Standing over 50 feet tall, its form is a massive, coiling serpent-like creature with multiple heads representing its Shikigami: an electric bird, a venomous serpent, a shadowy wolf, a predatory tiger, and the monstrous Mahoraga. Its body is wrapped in ethereal, shadowy wings that crackle with lightning, and its eyes gleam with an unsettling mix of cursed power.
Kageshin embodies chaos, constantly shifting between physical and ethereal forms, making it an unpredictable force of destruction. Its presence warps the environment, unleashing storms of lightning, cursed energy, and gravitational forces. Tied to its summoner through a dark, life-draining bond, Kageshin is both a weapon of unimaginable power and a terrifying curse, as it feeds on its user’s life force and sanity with every summon.
Previous Versions
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3/17/2025 12:53:04 AM
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Posted Mar 17, 2025Please tell me any additions you would like