Legendary Resistance (3/Day) If the aspect fails a saving throw, it can choose to succeed instead.
Annihilating Aura. Any creature that starts its turn within 30 feet of the Aspect Of Invictus must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the Aspect Of Invictus advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura.
Life Eater. A creature reduced to 0 hit points from damage dealt by the Aspect Of Invictus dies and can’t be revived by any means short of a wish spell.
Multiattack. The Aspect Of Invictus makes eight eldritch blast attacks, or two Enervating Focus attacks.
Eldritch Blast. Ranged Spell Attack: +16 to hit, range 300ft., one target. Hit: 28 (1d10 + 5) force damage.
Enervating Focus. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Finger of Doom (Recharge 6). The aspect points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (5d12) necrotic damage and become frightened until the end of the nightwalker’s next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to the aspects Finger of Doom for the next 24 hours.
Summon Shadow (3/day). The aspect of Invictus summons 4d4+2 shadows and 1d6+1 wraiths. A summoned creature appears in an unoccupied space within 60 feet of the aspect, acts as an ally of the aspect. It remains for 1 minute, until the aspect dies, or until its summoner dismisses it as an action.
Cantrip. The aspect casts a cantrip.
Frightening Gaze (Costs 2 Actions). The aspect fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the aspects gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the aspect must make a DC 18 Constitution saving throw against this magic, taking 21 6d6 necrotic damage on a failed save, or half as much damage on a successful one.