Stress Fest - Every creature in sight of the Wandering Shadow takes an extra 1d10 stress whenever they gain stress from something else
Sound Dome - The shadow creates a dome that blocks sound from the outside world
Chimes - Whenever the chimes near, the Shadow is somewhere here.
Darkness come forth - One creature must make a dc 12 dex save or be consumed in darkness. The creature takes 1d4 stress and it's restrained for 1 round. It also has disadvantage on attacks while showered in the darkness
Claw - Target takes 1d8 slashing dmg plus 1d4 stress (+4 to hit)
Insanity - A creature must pass a wisdom save of 10 or turn insane for 1d4 rounds also taking 1d6 dmg. While a creature is insane, it gives all nearby allies 1d4 stress per turn and also makes an extra attack on its turn swinging at a friendly
Terrify - The wandering shadow may use a reaction to have a striking target make a dc 10 dex save or be blocked by the Shadow's terrible presence once per turn
Previous Versions
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8/18/2018 11:26:44 PM
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Coming Soon
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