Shapechanger. The sith can use its action to polymorph into a perfect replica of a shadow on a surface, such as a wall or floor.
Innate Spellcasting. The sith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: minor illusion, chill touch
3/day each: fear, ray of enfeeblement
1/day: shadow blade
Evasion. If the sith is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success and half damage on a failure.
Fear Aura. Any creature hostile to the sith that starts its turn within 30 feet of the sith must succeed on a DC 15 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.
Parry. The sith adds 3 to its AC against one melee attack that would hit it. To do so, the sith must see the attacker and be wielding a finesse weapon.
Multiattack. The sith makes three rapier attacks.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Gaze of Fear. The sith fixes its gaze on one creature it can see within 30 feet of it. If the target can see the sith, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Under the rule of Loht, the sith have risen to power and prominence among the fey of the Shadow Rift. Their love of darkness and fascination with death makes them the most sinister of the Arak.
Sith are the tallest of the shadow elves, standing just over six feet in height. They are extremely gaunt, however, and so pale skinned as to look disturbingly like undead but for the smoothness and grace of their movements. Their hair is always pure, snowy white, while their clothes are generally black and somber, highlighted with dark yellow sashes or scarves. Sith are extremely fastidious and always immaculately dressed.
Sith have the ability to change themselves into shadows – not the monsters but perfect replicas of a normal shadow like those cast by player characters. They can stay in this form indefinitely, and some of the older sith indeed have so merged with the shadows that they no longer take corporeal form at all.
The sith are able to speak the language of all the shadow elves, of course, but always speak in quiet, somber whispers. Some find their gentle voices far more disturbing than the shouts of the muryan or powrie. Sith also have a very morbid sense of humor (graveyard humor
) that many find unsettling.
Comments