Aura of Treachery: Enemies within 20 ft. must succeed on a DC 17 Wisdom saving throw at the start of their turn or attack an ally instead.
Ethereal Form: Attacks made against the Shade have disadvantage unless the attacker has Truesight or magic that reveals ethereal creatures.
Betrayer’s Grasp (Melee Weapon Attack): +8 to hit, reach 10 ft., one target. Hit: 27 (5d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute.
Shifting Loyalty (Recharge 5–6): The Shade forces up to three creatures within 30 ft. to make a DC 17 Charisma saving throw. On a failure, their allegiances are temporarily swapped; for 1 minute, they treat their allies as enemies and enemies as allies.
Opportunity Attack. You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach.
Description
A ghostly form glides soundlessly through the gloom, cloaked in shadows that flicker like dying memories. The Shade of Betrayal is insubstantial, its faintly luminous shape giving the illusion of someone familiar—a trusted ally or beloved companion. Its very presence twists the air with an eerie chill, and whispered promises drip from its spectral lips, causing even the strongest bonds to unravel. When it strikes, its touch corrodes both the body and the heart, leaving victims hollow with betrayal.
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