Medium Humanoid (Cursed, Human), Lawful Evil
Armor Class 18 Shadow Order Half Plate
Hit Points 180 (18d10 + 72)
Speed 45 ft.
STR
14 (+2)
DEX
22 (+6)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +11, WIS +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Ionian, Va-Nox
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Zed fails a saving throw, he can choose to succeed instead.
Contempt for the Weak. Once per turn, Zed's attacks deal extra 24 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Zed (including Living Shadows) that isn't incapacitated and Zed doesn't have disadvantage on the attack roll.
In addition, when Zed attacks a creature that is below half their maximum hit points, he critically strikes on a roll of 19-20 on the d20.
Evasion. If Zed is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Zed instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Shadow Stealth. While in dim light or darkness, Zed can Hide with advantage.
Shadow's Sight. Zed's darkvision is not inhibited by magical darkness and has a range of 120ft. Creatures cannot benefit, against Zed, from invisibility (spell or traits) while in dim light or darkness.
Master Ninja. Zed has advantage on checks and saves to see through illusions and deceit. Additionally, Zed has access to the Rogue's Cunning Action feature and a 15-foot bonus to his speed.

Actions

Multiattack. Zed makes two Shadow Blade or Razor Shuriken attacks. Zed may replace one attack with a Shadow Slash.

Shadow Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 6) piercing damage plus 12 (3d6) psychic damage. On a roll of 20 on the d20, unless the target is immune to psychic damage, the target’s Strength score is reduced by 1d6. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a shadow  rises from the corpse 1d4 hours later.
Razor Shuriken. Ranged Weapon Attack: +11 to hit, range 40/80, one target. Hit: 11 (1d8 + 6) slashing damage.
Living Shadow. Zed uses the Shadow Technique to make a perfect clone of himself out of shadows. The clone appears in an unoccupied space within 25ft. of him and is indistinguishable from the real Zed. 
Living Shadows have an AC of 15, 20 hit points, resistance to all damage except magical bludgeoning damageslashing damage, and piercing damage; Vulnerability to radiant damage and Immunity to necrotic damage and psychic damage.
Additionally, clones mimic Zed's attacks and use the same tactics he does.
Shadow Slash (Recharge 4-6). Zed slashes in a 10-foot radius around himself with blade and shadow. Creatures in range must succeed a DC 18 Dexterity saving throw, taking 12 (3d6) slashing damage and 8 (2d6) psychic damage on a failure or half as much on a success.

Death Mark (Recharge 6). Zed becomes impermeable shadow, passing through a creature's chest within 10ft. of him. That creature becomes marked until initiative count 20, 2 rounds later. All damage Zed and his Living Shadows deal during that time is dealt again as psychic damage, that cannot be resisted, at the end of the mark's duration. The target can make a DC 18 Constitution saving throw against the damage. On a success, the target takes half as much damage and the damage can be resisted.

Bonus Actions

Shadow Swap. Zed swaps his location with that of a Living Shadow or blinks to an unoccupied area of dim light or darkness within 60ft of him.

Ninja Training. Zed can take the Dash, Disengage, or Hide action. Alternatively, Zed can make a Shadow Blade attack if he attacks as his action; this attack may add his dexterity modifier to the damage rolled.

Legendary Actions

Zed can take 3 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. Zed regains spent legendary actions at the start of his turn.

None Can Hide. Zed makes a Perception check.

Swift as Night. Zed moves up to half his speed without provoking opportunity attacks.

Seize Power. Zed attacks with Shadow Blade or Razor Shuriken (Only one Living Shadow can copy this attack).

Shadows Abound (Costs 2 Actions). Zed creates a new Living Shadow.

Enlightenment of the Shadows (Costs 3 Actions). Zed recharges Death Mark and adds +2 to his AC (until the start of his next turn).

Description

"Few men think to look back at their shadow. It is their last mistake." -Zed

Utterly ruthless and without mercy, Zed is the leader of the Order of Shadow, an organization he created with the intent of militarizing Ionia’s magical and martial traditions to drive out Noxian invaders. During the war, desperation led him to unlock the secret shadow form—a malevolent spirit magic as dangerous and corrupting as it is powerful. Zed has mastered all of these forbidden techniques to destroy anything he sees as a threat to his nation, or his new order.

Runeterra, all factions, locations, official artwork, and champions therein are all intellectual properties of Riot Games and League of Legends. I do not own any of these, no copyright intended. Enjoy :D

Lair and Lair Actions

Lair Actions

Zed can employ lair actions while he’s within the formerly Kinkou-operated Great Temple of Navori, Thanjuul.

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

  • Zed targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Zed chooses to end the effect, or until Zed uses this lair action again.
  • Zed summons one Living Shadow per hostile creature. The Shadows appear next to hostile creatures that Zed can see, make an attack against that creature, and then disappear. The Shadows have the statistics of their target.
  • Zed summons 4 (1d6) Shadow Order disciples (ignore amphibious trait, are humanoid (human), hit points set to 20) to aid him.
  • Zed enshrouds one point he can see within 60ft. of him in a 15-foot radius of magical darkness.

Previous Versions

Name Date Modified Views Adds Version Actions
7/2/2024 12:09:56 AM
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1
1.0
Coming Soon

Monster Tags: NPCrogueHuman

Habitat: ForestHillUrban

TempoBueno

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