Armor Class 98 (Natural armor)
Hit Points 1850 (100d20 + 800)
Speed 150 ft., Fly 450 ft.
STR
26 (+8)
DEX
30 (+10)
CON
26 (+8)
INT
26 (+8)
WIS
30 (+10)
CHA
26 (+8)
Saving Throws STR +17, DEX +19, CON +17, INT +17, WIS +19, CHA +17
Skills Acrobatics +89, Athletics +87, Deception +87, Insight +89, Intimidation +89, Investigation +87, Perception +89, Religion +87, Sleight of Hand +89, Stealth +89, Survival +89
Damage Immunities Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 70 miles, Truesight 70 miles, Passive Perception 99
Languages All, Telepathy 70 miles
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Shadow Weapons. Shade's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 16d8 necrotic damage (included in the attack).

innate Spellcasting. Shade's spellcasting ability is Wisdom (spell save DC 97). He can innately cast the following spells, requiring no material components:

At will: darkness, silence, nondetection, command, shadow of moil, fear, blindness/deafness, bestow curse, telekinesis, create undead, creation, harm, dispel magic, plane shift, teleport, demiplane, divine word, forbiddance, eyebite, maze, resurrection, power word stun 

10/day each: true resurrection, time stop, power word kill, wish, gate, imprisonment, true polymorph

Divine concentration. Shade can concentrate on up to seventy spells at once. If he fails a concentration check he chooses which spell ends.

Potent Spells. When Shade casts a spell of 7th level or lower it's cast at 8th level instead, additionally whenever Shade casts a spell that deals necrotic damage, its damage is doubled. 

Distant Spells. When Shade casts a spell its area is quadrupled, if the spell has a range of 5 feet or greater its range is also quadrupled, if the spell has a range of touch its range is instead increased to 60 feet.

Magic Resistance. Shade has advantage on saving throws against spells and other magical effects.

Shadow Step (10/Day). As a bonus action, Shade can meld into shadows, for up to 8 hours Shade can move trough other creatures and objects as if they weren't there, but he can't interact with them in any way, or vice versa. Shade can end the effect early as a bonus action.

Shadow Stealth. While in dim light or darkness, Shade can take the Hide action as a bonus action.

Living Shadow. While in dim light or darkness, Shade has resistance to damage that isn't force or psychic.

Discorporation. When Shade drops to 0 hit points or dies, his body is destroyed but his essence travels back to the negative plane, and he is unable to take physical form for 1d10 days.

Regeneration. Shade regains 100 hit points at the start of his turn if he has at least 1 hit point.

Dark Attunement. While in dim light or darkness Shade has advantage on all attack rolls, saving throws and ability checks. He is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with him only if he allows it, additionally his attacks ignore half and three-quarters cover.

God of Darkness. Shade's attacks and spells ignore immunity and resistance to necrotic damage and immunity to the frightened condition.

Reactive. Shade can take one reaction per turn, rather than one per round. 

Divine Nature. Shade doesn't need to eat, drink, sleep or breathe to survive and he is immune to any effects that alter his form, unless he chooses to be affected, additionally he doesn't age and is immune to any effects that alter his age or instantly kill him.

Divine Talent. Whenever Shade makes an attack, ability check or a saving throw he can treat a d20 roll of 19 or lower as a 20, a d20 must still be rolled to determine if the roll is a critical success.

Divine Rank. As the god of darkness, fear and vengance, Shade is an overdeity with 70 divine ranks.

Divine Blessing. Shade's armor class and spell save DC include his divine ranks.

Divine Soul. Whenever Shade makes a saving throw he can add his divine ranks to the roll.

Divine Body. Whenever Shade makes an attack, ability check or a damage roll he can add his divine ranks to the roll (included in the attacks and skills).

Portfolio Sense. Shade automatically senses any event that involves his portfolios (darkness, fear and vengance), regardless of the number of people involved. In addition, his senses extend seventy weeks into the past and seventy weeks into the future.When Shade senses an event, he merely knows that the event is occurring and where it is. He receives no sensory information about the event. Once Shade notices an event, he can use his remote sencing power to perceive the event.

Legendary Resistance (10/Day). If Shade fails a saving throw, he can choose to succeed instead.

 
Actions

Multiattack. Shade can use his Terrifying Presence. He then makes two Dread attacks or uses Shadow Strike or Arrow of Darkness.

Dread. Melee or Ranged Weapon Attack: +95 to hit, reach 30 ft or range 2700 ft, one target. Hit: 122 (8d8 + 86) piercing damage plus 72 (16d8) necrotic damage.

Unarmed. Melee Weapon Attack: +89 to hit, reach 20 ft., one target. Hit: 96 (4d8 + 78) bludgeoning damage plus 72 (16d8) necrotic damage.

Shadow Strike (10/Day). Melee Weapon Attack: +95 to hit, all targets in a 90-foot-radius, 60-foot-high cylinder. Hit: 122 (8d8 + 86) piercing damage plus 180 (40d8) necrotic damage.

Arrow of Darkness (10/Day). Ranged Weapon Attack: +95 to hit, all targets in a line 8100 feet long and 30 feet wide. Hit: 122 (8d8 + 86) piercing damage plus 180 (40d8) necrotic damage.

Terrifying Presence. Each creature of Shade's choice within 4200 feet of him and aware of him must succeed on a DC 97 Wisdom saving throw or become frightened for 1 hour. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Shade is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Shade's Terrifying Presence for the next 24 hours.

Remote Sensing. Shade can perceive everything within a radius of 70 miles around any of his worshipers, holy sites, or other objects or locales sacred to the deity. This effect can also be centered on any place where someone speaks the deity’s name or title for up to 1 hour after the name is spoken, and at any location when an event related to the deity’s portfolio occurs.The remote sensing power can cross planes and penetrate any barrier except a divine shield or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by nondetection or similar spells, and it does not create a magical sensor that other creatures can detect. Shade can extend his senses to seventy remote locations and still sense what’s going on nearby.

Block Sensing. Shade can block the sensing ability of other deities of his rank or lower. This power extends for a radius of 70 miles, or within the same distance around a temple or other locale sacred to Shade, or the same distance around a portfolio-related event. Shade can block two remote locations at once, plus the area within one mile of itself. The blockage lasts 70 hours.

Remote Communication. Shade can send a communication to a remote location. He can speak to any of his own worshipers, and to anyone within 70 miles away from a site dedicated to him, or within 70 miles away from a statue or other likeness of himself. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, Shades voice can seem to issue from the air, the ground, or from some object of his choosing (but not an object or locale dedicated to another deity of equal or higher rank than the deity who is speaking). In the latter case, anyone within earshot of the sound can hear it. Shade can send a manifestation or omen instead of a spoken or telepathic message. Shades communication power can cross planes and penetrate any barrier. Once communication is initiated, He can continue communicating until he decides to end the communication. Shade can carry on seventy remote communications at one time.

Reactions

Flicker (10/Day). In response to being targeted by an attack or spell, Shade can meld into shadows avoiding all effects of the triggering attack or spell.

Consume Magic. Whenever a creature within 240 ft casts a spell Shade can dispel it as if he had cast counterspell at 8th level.

Legendary Actions

Shade can take 10 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. Shade regains spent legendary actions at the start of his turn.

Move. Shade moves up to half his speed without provoking opportunity attacks.

Strike. Shade makes an unarmed attack.

Dark Burst (Costs 2 Actions). Shade emits magical, dark energy. Each creature of his choice in a 60-foot radius sphere must make a DC 97 Dexterity saving throw, taking 196 (28d8+70) necrotic damage on a failed save, or half as much damage on a successful one.

Gaze of The Dark Lord (Costs 3 Actions). Shade targets one creature it can see within 120 feet of him. If the target can see it, the target must succeed on a DC 97 Constitution saving throw or be blinded for 8 hours, during this time nearby shadows gain a +5 bonus to attack and damage rolls against that target.

Description

Shade The Shadow Stalker, God of Darkness, Fear and Vengance is an incredibly powerful being, stronger than The Lady of Pain, but not as powerful as Ao The Overgod. He appears as colossal humanoid, with an incredibly muscular form, covered from head to toe in dark armor, he wears a hood connected to a long, dark cape, he's face obscured with a mask, as black as a moonless night with two dimly glowing red eyes. Shade wields a large bow named Dread that has two large scythe heads on each limb for melee combat and is a weapon capable of destroying the multiverse.  

Lair and Lair Actions

Shade's lair is the entire negative plane, a place of pure darkness and death.

Lair Actions

On initiative count 20 (losing initiative ties), Shade takes a lair action to cause one of the following effects; Shade can’t use the same effect two rounds in a row:

  • Shade casts the maddening darkness spell four times at its lowest level, targeting different areas with the spell. Shade doesn't need to concentrate on the spells, which deal necrotic damage instead of psychic and end on initiative count 20 of the next round.
  • Shade causes up to sixteen shadows to rise in the lair. these shadows obey his telepathic commands, which can reach anywhere in the lair.
  • Shade causes the shadows of up to sixteen creatures that he can see to grapple those who cast them, each creature must succeed on a DC 30 Strength saving throw or be grappled until the next initiative count 20.

Regional Effects

The negative plane is a place of darkness and death, anathema to all living things:

  • The entire plane is filled with wondering shadows and is shrouded in darkness.
  • Terrifying cries fill the void around 50 miles of Shade.
  • Creatures within 10 miles of Shade see phantasms of The Dark God himself, if a creature spends at least 1 hour in this area, that creature must succeed on a DC 30 Wisdom saving throw or become frightened, a creature frightened in this way can only move closer to Shade if it possesses a light source.

If Shade dies, these effects fade over the course of 1d10 days, until he inevitably returns.

Previous Versions

Name Date Modified Views Adds Version Actions
8/26/2018 4:06:00 PM
28
0
--
Coming Soon
TheShadowStalker

Comments

Posts Quoted:
Reply
Clear All Quotes