Eclipse Claw. During his accident, one of Cillian Creed’s arms was transformed into the nightmarish eclipse claw. Once per round, Creed may inhumanly extend the appendage to give a single attack with the claw 10 feet of reach.
Deceptive Veil. Creed can maintain a convincing façade over his shadow form when necessary. At will as an action, Creed can cast conjure up a suitable disguise as though casting disguise self (duration is extended to permanent until dispelled).
Shadow Man. Creed’s physical body can melt into shadows as a bonus action. While in areas of shadows or adjacent to a creature that casts a shadow, he can become invisible as a bonus action, as the spell greater invisibility. If a creature moves while he is hiding in its shadow, he can move with it up to 30 feet as a reaction.
Hideous Reveal. Whenever Creed takes radiant damage, his shadowy flesh burns away, revealing raw muscle and sinew before his cloak of shadow reforms. He loses the benefits of his Shadow Man trait and loses all damage resistances until the end of the next turn of the creature that dealt that damage.
Multiattack. Creed makes one eclipse claw attack and one pistol attack, or two eclipse claw attacks.
Eclipse Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) slashing damage plus 3 (1d6) necrotic damage and the target must make a DC 13 Wisdom saving throw or be blinded for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on itself on a success.
Chrome Syringe. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 11 (2d10) poison damage and the target must make a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target takes 3 (1d6) poison damage at the end of each of its turns. The target can repeat this save at the end of each of its turns, ending the effect on itself on a success. If this damage reduces the character to 0 hit points, it falls unconscious and is stable.
Pistol. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Immobilizing Shadows (Recharges after a Short or Long Rest). Shadowy arms emerge from the ground around Creed in a 30-foot radius. All creatures in this area must make a DC 13 Strength saving throw, becoming restrained on a failed save. Creatures not in bright light have disadvantage on this save. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. The shadowy restraints disappear after 1 minute.
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