Incorporeal Movement.
The shadow can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Voice of the Rot.
The shadow may speak directly into the minds of Haunted Ones or creatures who have experienced death. It is always heard, even across planar barriers, once per long rest per creature.
Unseen Observer.
While in dim light or darkness, the Fragment is invisible unless the creature looking has truesight or has been previously marked by the goddess.
Tether to the Goddess.
If destroyed, the shadow reforms in 1d4 nights unless banished with Greater Restoration or Hallow. Its presence may summon her attention.
Whisper of the Bloom (Recharge 5–6): One creature that can hear the whisper must make a DC 13 Wisdom save or suffer a vision of death and rebirth. On fail: disadvantage on next saving throw and takes 2d6 psychic damage.
🪄 Innate Spellcasting
-
At Will
-
Druidcraft – show decay or bloom in small things
-
Thaumaturgy – flicker lights, control whispers
-
Message – direct communication
-
Minor Illusion – visual tricks, sounds
2/day each
-
Wither and Bloom (Strixhaven) – strong thematic spell
-
Detect Thoughts – read inner fears
-
Entangle – roots and vines grasping
-
Suggestion – guide subtly
-
Cause Fear – perfect for tense moments
1/day
-
Dream – appear in long rests with unsettling visions
-
Speak with Dead – commune on behalf of the goddess
-
Augury – cryptic signs in petals, rot, or winds
-
Slip Between Shadows (Recharge 4–6)
The Fragment teleports up to 60 feet to an unoccupied space in dim light or darkness. It leaves behind a faint trail of petals and rot that fade in 6 seconds.
Mark for Memory (1/day)
The Fragment chooses one creature it can see. That creature becomes Marked by the Blooming End for 24 hours. The next time it touches death (0 HP, fails death save, etc.), they receive a brief vision from the goddess (flashback, foreshadowing, or divine gift—DM’s choice).
Fade to Silence (1/Turn)
When targeted by a spell or weapon attack, the shadow can fade momentarily. The attack is made with disadvantage, and the attacker must succeed on a DC 13 Wisdom save or be silenced (can’t speak or cast verbal spells) until the start of their next turn.
The Shadow Fragment's spellcasting ability is Wisdom (spell save DC 15). It can cast the following spells innately, requiring no material components:
Echo of Death (1/Turn)
When a creature within 60 feet drops to 0 HP (or fails a death save), the Fragment can immediately cast Druidcraft and Message to whisper a cryptic sentence into the mind of a nearby creature.
The lich 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. The lich regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich 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 lich’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich 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.
When Virellah’s Avatar drops to 0 HP or a moment of spiritual crisis is reached, she sheds her mortal-like projection and reveals her true divine shadow-form, becoming suffused with the raw energy of the death cycle.
When this happens, she regains 100 HP and can use her Mythic Actions for the rest of the encounter.
1. Echo of a Thousand Endings
Reality ripples. All creatures within 60 feet see a vision of a death they’ve never experienced but somehow remember. Each must make a DC 18 Wisdom saving throw or take 6d10 psychic damage, be Stunned until the end of their next turn, and lose one known language or memory (DM's choice) until they finish a long rest.
2. Bloom to Ash
She targets any terrain or summoned plant life within 90 feet. It immediately withers into grey ash, releasing a cloud of choking spores in a 20-ft-radius sphere (lasts 1 minute or until dispersed). Creatures inside must succeed on a DC 16 Constitution save or be Blinded and Poisoned while within it.
. Gift of the Final Memory
Virellah reaches into a creature’s soul. One creature of her choice within 60 feet gains a surge of memory:
-
Regains 4d10 HP,
-
Has one used spell slot or ability restored,
-
Sees a brief vision from their past or future (DM's choice or player-driven story hook).
The effect can be a blessing or a curse, depending on her judgment.
Description
🌒 Appearance
When glimpsed in dreams or shadow:
-
Her form shimmers between a tall, robed silhouette of black petals and a barely-there wisp of twilight fog.
-
Her face is obscured—not hidden by cloth, but blurred by the memory of something you’ve already forgotten.
-
Her eyes, when seen, are like dying stars reflected in a forest pond.
-
Her hair is woven from vines and moonlight, ever-shifting with phases of the moon and stages of decay.
-
She leaves behind the scent of damp earth, moss, ash, and a faint sweetness—like a flower on the verge of rot.
-
Her voice is soft, layered, like multiple people speaking at once in different tones—some childlike, some ancient.
🐚 Personality & Motives
-
Virellah is neither kind nor cruel. She is a teacher, a witness, and a guardian of the cycle—and cycles are unforgiving.
-
She often appears when a character is facing death, loss, or truth they’re avoiding.
-
She does not lie, but her truths are always partial, wrapped in metaphor, or left to interpretation.
-
She speaks in fey riddles, symbols, and visions—yet always expects the listener to understand.
-
She’s drawn to those who’ve seen too much, or who carry haunted memories—especially if they’ve forgotten why.
🍃 Fey Details (Flavor + Lore)
Though celestial in power, Virellah is not of the stars—she is of the roots and loam beneath forgotten forests, a divine echo from the Old Feywild, where the first death occurred and the first seed fell into a corpse.
-
Some fey call her "The Quiet Between Heartbeats."
-
In rare texts, she’s referred to as a Primordial Bloom, the last result of a forgotten union between an Archfey of Rot and a Celestial of Renewal.
-
Her domain spans planar borders: echoes of her exist in the Shadowfell, Feywild, Material Plane, and possibly even Limbo.
-
Where time is broken, or endings are forbidden, her presence erupts violently to correct the flow.
🌘 Symbols & Worship
-
Her holy symbol is a withered lily encircled by thorns or a black moth with a white skull pattern.
-
Her followers don’t build temples—they plant sacred groves in graveyards, or tend to moss-covered altars in abandoned places.
-
In some lands, the arrival of a swarm of moths at dusk is believed to be her shadow passing through.
-
She despises undeath, immortality magic, and those who steal life from the earth unnaturally. But she has deep sympathy for those who suffer long before their time.
🌫️ Vision & Role in Your Campaign
-
Virellah is a guide, not a ruler, and she rarely appears in her full form.
-
The Shadow Fragments that haunt your druids are parts of her sentience, reaching across realities.
-
Her intentions are not evil—but she may manipulate your players toward actions that seem harsh or morally grey in order to restore balance.
-
She may even know the truth behind the city’s destruction, but she will reveal it only when the roots are ready.
Lair and Lair Actions
Optional Lair Traits
-
Memory Lingers: Within her domain, long-forgotten events may replay as illusions or visions.
-
Death Answers: Speak with Dead can be cast freely, but spirits speak only in her riddles.
-
Cycle Enforced: Resurrection spells require a Wisdom saving throw or fail silently unless her blessing is obtained.






