| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 18 | +4 | +11 |
| CON | 20 | +5 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +6 |
| WIS | 20 | +5 | +12 |
| CHA | 26 | +8 | +15 |
Shadow Shroud. Weis Asath is surrounded by a cloak of supernatural darkness that dim light cannot penetrate, and magical light within 30 feet of her is automatically dispelled. Creatures with darkvision see only dim light within this aura.
Godkiller's Presence. Creatures that start their turn within 30 feet of Weis Asath must make a DC 18 Wisdom saving throw or be frightened for 1 minute. A creature that succeeds is immune for 24 hours.
Legendary Resistance (3/Day). If Weis Asath fails a saving throw, she can choose to succeed instead.
Multiattack. Weis Asath makes three attacks: two with Voidrend and one with Touch of Night.
Voidrend. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) necrotic damage. If the target is reduced to 0 HP by this attack, its soul is torn from its body and trapped in Weis Asath’s grasp, preventing resurrection by any means short of a wish spell.
Touch of Night. Melee Spell Attack: +15 to hit, range 5 ft., one target. Hit: 22 (4d6 + 8) necrotic damage, and the target must make a DC20 Constitution saving throw or be blinded for 1 minute.
Blackened Chains. Weis Asath conjures spectral chains of darkness that lash out at up to three creatures within 60 feet. Each target must make a DC 18 Strength saving throw or be restrained for 1 minute. A creature can use its action to attempt a DC 20 Strength check to break free.
Howl of the Void (Recharge 5-6). Weis Asath lets out a bone-chilling wail. Each creature within 60 feet must make a DC 20 Constitution saving throw, taking 44 (8d10) psychic damage on a failed save and becoming stunned until the end of their next turn. A creature that succeeds takes half damage and isn't stunned.
Umbral Dominion. Shadows within 120 feet of Weis Asath move at her will. She can use a bonus action to manipulate them to create illusions, reach out as tendrils, or conceal creatures (DC 18 Investigation check to see through the illusions).
Weis Asath can take three legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
Shadow Step (Costs 1 Action). Weis Asath teleports up to 60 feet to an unoccupied space within dim light or darkness.
Darkness Beckons (Costs 2 Actions). A creature Weis Asath can see within 60 feet must make a DC 18 Charisma saving throw or be charmed for 1 minute. While charmed, the creature regards Weis Asath as its master.
Nightmare Surge (Costs 3 Actions). Shadows coil around a creature within 30 feet. The target must make a DC 20 Wisdom saving throw or take 36 (8d8) necrotic damage and fall unconscious for 1 minute. The target wakes if it takes damage or if an ally uses an action to shake them awake.
The Eclipse Reborn.
If Weis Asath is reduced to 0 hit points, instead of dying, she transforms into her true Eclipse Form, restoring herself to 150 HP and gaining the following changes:
- All of her attacks deal additional 10 radiant damage, corrupted by divine darkness.
- Her Shadow Shroud now extinguishes all magical light, even sunlight, within 120 feet.
- She can use Nightmare Surge as a legendary action without cost once per turn.
- She can use Howl of the Void once per round.
Description
A living shadow upon the world, Weis Asath moves like ink bleeding into water—fluid, formless, and unnervingly present even when unseen. Her form shifts between a tall, regal silhouette draped in midnight veils and a spectral absence, a void where light dares not tread. Beneath the hood of her flowing obsidian robes, glimpses of her face come and go—porcelain-pale yet fractured like the surface of a frozen lake, her features unreadable save for her eyes. They are twin eclipses, vast and depthless, swallowing all light and hope within them.
Her presence is suffocating, like the moment before a storm, thick with the scent of rain and ozone. Shadows stretch and slither at her feet, writhing as if whispering secrets to her in tongues older than time. Her hands—long, elegant fingers ending in tapering claws of black glass—move with the precision of an artist and the cruelty of an executioner. When she speaks, her voice is both a whisper and a scream, layered echoes of every fear-drenched prayer uttered in the dark. Wherever she treads, night lingers longer, and the stars themselves seem to shy away.
Lair and Lair Actions
Weis Asath can take lair actions if she is encountered in her domain.
Lair Actions
On initiative count 20 (losing initiative ties), [Weis Asath, The Darkbringer] takes a lair action to cause one of the following effects:
- Darkness floods the area, reducing all light to dim light, and darkvision only functions within 30 feet. This lasts until initiative count 20 on the next round.
- Shadowy tendrils rise from the ground, grasping at creatures. Each creature of Weis Asath’s choice within 60 feet must succeed on a DC 18 Strength saving throw or be restrained for 1 minute.
- An echo of a past nightmare manifests and torments one creature she can see. The target must make a DC 18 Wisdom saving throw or take 21 (6d6) psychic damage and be frightened until the start of its next turn.
Regional Effects
Weis Asath's presence can have a dark influence on a region.
- The area is shrouded in perpetual darkness.
- Magical spells and effects take on a dark and twisted illusionary form. The effects themselves remain unchanged.
- Crops and fruits in the area begin to wither and decay.
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