Armor Class 24 (natural armor)
Hit Points 432 (32d10 + 256)
Speed 50 ft., climb 25 ft., burrow 25 ft.
STR
27 (+8)
DEX
21 (+5)
CON
26 (+8)
INT
19 (+4)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +13, CON +16, INT +12, CHA +13
Skills Arcana +12, Athletics +16, History +12, Intimidation +13, Perception +10
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Damage from Spells
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Senses Blindsight 60 ft., Truesight 300 ft., Passive Perception 20
Languages Abyssal, Common, Infernal, Terran
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Keen Sight and Smell. Zarkhator M Shadowclaw has advantage on Wisdom (perception) checks that rely on sight or smell. Additionally, he is immune to gaze effects and has advantage on saving throw against being blinded.

Sensory Traits. Zarkhator M Shadowclaw has six crystal eyes and perceives the world in shades of red when sensing soul and magical energy rather than natural colors. Zarkhator M Shadowclaw can smell creatures within 60 feet and detect the scent of blood up to 120 feet away.

Crystal Truesight. Zarkhator M Shadowclaw has truesight out to 300 feet. This sight is not visual but rather the perception of magical resonance and soul-light refracted through its crystalline eyes. Beyond 300 feet, the resonance fades completely, and he cannot perceive creatures or illusions in this way.

Magic & Soul Perception. Zarkhator M Shadowclaw can detect the presence and condition of living creatures’ souls within 300 feet, even through solid objects or in heavily obscured conditions (such as fog, smoke, magical darkness, or illusions). This sense reveals a creature’s location, vitality, and whether he is under soul-affecting magic (such as a charm, possession, or binding), but not physical details like appearance or equipment. Undead and constructs without souls cannot be detected in heavily obscured conditions. He can also innately sense magic, as if under the effects of detect magic and detect evil and good.

Fiendish Regeneration. Zarkhator M Shadowclaw regains 20 hit points at the start of His turn. If Zarkhator M Shadowclaw takes radiant damage, or damage from holy water or silvered weapons, this trait doesn't function at the start of Zarkhator M Shadowclaw's next turn. Zarkhator M Shadowclaw dies only if he starts his turn with 0 hit points and doesn't regenerate.

Immortality. Zarkhator M Shadowclaw is a being beyond normal physical existence. He constantly regenerates his form from any damage, making him immune to death by conventional means, including normal weapons, magic spells, or even legendary artifacts like the Vorpal Sword.

Ways to Kill Zarkhator M Shadowclaw: A sufficiently powerful Disintegrate spell (7th level or above) can obliterate Zarkhator M Shadowclaw outright, bypassing his regenerative properties. If Zarkhator M Shadowclaw’s regeneration is halted, radiant damage or damage from holy water or silvered weapon attacks can kill him.

Immortal Nature. A Zarkhator M Shadowclaw doesn't require air, food, drink, or sleep.

Legendary Resistance (3/Day). If Zarkhator M Shadowclaw fails a saving throw, he can choose to succeed instead.

Illumination. Zarkhator M Shadowclaw sheds dim light in a 10-foot radius. While raging, he might shed bright light in a 10-foot radius and dim light for an additional 10 feet.

Shadow Illusion. While Zarkhator M Shadowclaw exists in the material plane, his presence projects a fractured, glitch-like shadow around himself.
• Glitch Aesthetic. Non-living sensors (such as cameras, video feeds, or constructed eyes) perceive the creature as a stuttering, pixelated distortion, like a corrupted image file. These devices cannot reveal his true form.
• Weather Mirage. In lightly obscured, rain, snow, sandstorm, fog, or dim light and darkness, Zarkhator M Shadowclaw appears as multiple refracted silhouettes beyond 60 feet, similar to a mirror image effect. Creatures making ranged attacks from farther than 60 feet have disadvantage on the attack roll.
• Closer Clarity. Within 60 feet, the fractured images resolve, revealing the creature’s true form and removing the disadvantage.

Divided Soul. Zarkhator M Shadowclaw’s body houses two distinct souls, one good and one evil, locked in eternal coexistence. Each soul guards the other’s thoughts and resists intrusion. He is immune to mind reading and cannot be contacted or influenced telepathically unless he allows it. He has advantage on saving throws against being stunned or affected by any psychic effect, and cannot be knocked unconscious against his will unless he is reduced to 0 hit points.

Undetectable. Zarkhator M Shadowclaw can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.

Limited Magic Immunity. Zarkhator M Shadowclaw can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Zarkhator M Shadowclaw's weapon attacks are magical.

Soul Trap. Zarkhator M Shadowclaw slays a creature, he can attempt to trap that creature’s soul as part of the killing blow. This can only occur if he is within 10 feet of the creature at the moment of its death.
This ability has no effect on creatures that do not possess souls, such as most constructs or undead. It also has no effect on summoned creatures, whose souls remain tethered to their native planes by summoning magic.
The trapped soul is drawn into a soul gem, either carried or conjured by Zarkhator M Shadowclaw. While the soul is imprisoned in this gem, the creature cannot be resurrected by any means short of a wish spell. The soul remains bound until the gem is destroyed, a wish spell frees it, or Zarkhator M Shadowclaw is slain.

Rage. Whenever Zarkhator M Shadowclaw starts his turn with 216 hit points or fewer, or when Valspira is injured or killed, Zarkhator M Shadowclaw goes into a rage. The rage lasts indefinitely or until Zarkhator M Shadowclaw is incapacitated. While raging, Zarkhator M Shadowclaw has advantage on Strength checks and Strength saving throws.
When he makes a melee weapon attack, Zarkhator M Shadowclaw gains a +2 bonus to the damage roll. He has resistance to bludgeoning, piercing, and slashing damage from adamantine, silvered, magical weapons, or ki-empowered strikes. He can't cast spells or concentrate on them during this rage. He can teleport up to 300 feet as a bonus action on each of his turns, but only if the teleport brings him closer to an enemy he can perceive. His crystal bolt attacks use his Strength modifier for attack and damage rolls instead of Dexterity. His crystal bolt’s damage type changes from piercing to bludgeoning.
• Reckless Attack. While raging, Zarkhator M Shadowclaw has advantage on melee attack rolls, and attackers have advantage against him.
• Locked in Nightmare Form. While Zarkhator M Shadowclaw is enraged or in a state of heightened fury, he cannot use polymorph or shape-changing abilities, including disguises or alternate forms. His fury channels all of his power into his true form, the Amethyst Nightmare Dimension. In this state, he becomes physically and magically devastating, but he is locked into this form until his rage subsides.
• Optional Mechanical Flavor. While not harmful, Zarkhator M Shadowclaw radiates a disturbing aura. Any creature that starts its turn within 10 feet of him must succeed on a DC 18 Wisdom saving throw or become frightened until the end of its next turn. This effect represents the psychological shock of standing so close to the entity’s impossible, unreal flame.

Charge. If Zarkhator M Shadowclaw moves at least 10 feet straight toward a target and then hits him with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If he instead dashes at least 50 feet straight toward the target before hitting with his horn attack, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, he must succeed on a DC 24 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Siege Monster. Zarkhator M Shadowclaw deals double damage to objects and structures.

Change Shape. Zarkhator M Shadowclaw magically polymorphs into a Medium humanoid, tiefling, or human, or back into his true form. Any equipment he is wearing or carrying is absorbed or borne by the new form (Zarkhator M Shadowclaw's choice).
In a new form, Zarkhator M Shadowclaw retains his alignment, hit points, hit dice, ability to speak, proficiencies, Regeneration, Legendary Resistance, Limited Magic Immunity, lair actions, and Intelligence, Wisdom, Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Spellcasting. Zarkhator M Shadowclaw casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks):

Powers (at will): dimension door, dispel magic (touch only), misty step, scryingteleport

Cantrips (at will): acid splash, fire bolt, mage handmending, prestidigitation, ray of frost, shocking grasp

1st level (4 slots): color spray, comprehend languages, identify, magic missile

2nd level (3 slots): alter self, invisibility, mirror image

3rd level (3 slots): fly, haste, slow

4th level (3 slots): banishment, black tentacles, ice storm

5th level (3 slots): creation, conjure elemental, telekinesis

6th level (2 slots): globe of invulnerabilitysunbeam

7th level (1 slot): mirage arcaneplane shift

8th level (1 slot): demiplane

9th level (1 slot): foresight (self only)

Actions

Multiattack. Zarkhator M Shadowclaw makes three attacks: two with either his claws, his slam, or his lightsaber, and one with his horns, his tail, or his bite.

Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.

Horns. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage, and the target must succeed on a DC 24 Constitution saving throw. On a failed save, the creature begins to turn to crystal and is restrained. He must repeat the saving throw at the end of his next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) piercing damage, and the target must succeed on a DC 24 Constitution saving throw. On a failed save, the creature begins to turn to crystal and is restrained. He must repeat the saving throw at the end of his next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Crystal Bolt. Ranged Weapon Attack: +13 to hit, range 30/240 ft., one target. Hit: 16 (2d10 + 5) piercing damage or 19 (2d10 + 8) bludgeoning damage while raging.

Spell Disruption. Zarkhator M Shadowclaw targets one creature, object, or magical effect within 10 feet. Any spell of 6th level or lower on the target ends automatically. For each spell of 7th level or higher, Zarkhator M Shadowclaw must succeed on an Intelligence check (DC 19) to end that spell. This action functions as the dispel magic spell but is not considered a spell.

Dimensional Slash (Recharge 5-6). Zarkhator M Shadowclaw slashes forward with a blade of force, creating a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much on a successful one.

Crystal Storm (1/Day). Zarkhator M Shadowclaw conjures a storm of razor-sharp amethyst shards that rain down in a 30-foot-radius, 40-foot-high cylinder centered on a point he can see within 300 feet. Each creature in that area must make a DC 21 Dexterity saving throw, taking 22 (4d10) bludgeoning damage plus 44 (8d10) force damage on a failed save, or half as much on a successful one. The ground in the area becomes littered with jagged crystal shards, turning it into difficult terrain until the end of Zarkhator M Shadowclaw’s next turn.

Dimension of Holding. Dimension of Holding. Zarkhator M Shadowclaw carries his own extradimensional space, similar to a bag of holding but infinitely vast. This space can contain any number of objects of Large size or smaller, regardless of weight. Zarkhator M Shadowclaw can open a crystalline rift into this space as an action, and retrieving a specific item requires an action. Objects stored within are suspended in timeless stasis: food does not spoil, living creatures cannot survive, and magic items retain their properties. If Zarkhator M Shadowclaw is destroyed, his body collapses into his dimensional space, and all stored contents are scattered across the Astral Plane.

Bonus Actions

Frightful Presence. Each creature of Zarkhator M Shadowclaw’s choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends, the creature is immune to Zarkhator M Shadowclaw’s Frightful Presence for the next 24 hours.

Dash Action. Zarkhator M Shadowclaw can take the dash action as a bonus action on his turn.

Soul Gem Consumption. When Zarkhator M Shadowclaw consumes a Soul Gem (bonus action), he draws power from the trapped essence within, destroying the gem in the process. He regains hit points equal to twice the soul’s Hit Dice. If Zarkhator M Shadowclaw's maximum hit points have been reduced by radiant damage, a silver weapon, or holy water, he regains 1d10 maximum hit points per consumed Soul Gem, up to his original maximum.

Reactions

Portal Reflect. When Zarkhator or an ally within 30 feet is targeted by a ranged attack, a ranged spell attack, or is within the area of a line or projectile spell (such as fireball, lightning bolt, or disintegrate). He opens a dark rift before the target, warping the incoming energy through the Shadow Nexus and reflecting it back toward its originator. The reflected attack uses the original attack roll or save DC.

Legendary Actions

Zarkhator M Shadowclaw 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. Zarkhator M Shadowclaw regains spent legendary actions at the start of his turn.

Detect. Zarkhator M Shadowclaw makes a Wisdom (Perception) check.

Charge. Zarkhator M Shadowclaw moves up to its speed.

Attack. Zarkhator M Shadowclaw makes one weapon attack.

Teleport (Costs 2 Actions). Zarkhator M Shadowclaw magically teleports, along with any equipment it is wearing or carrying, up to 300 feet to an unoccupied space it can see.

Description

Zarkhator M Shadowclaw, the Amethyst Nightmare Dimension, and a fiend (demon, dark dimension), a draconic-rhino-beetle-humanoid-like abomination. He is a level 19 wizard, and a level 1 possessed barbarian.
His height is 15 feet 6 inches (15'6") and Large, and his weight is between 1,620 and 2,160 pounds.

Zarkhator M Shadowclaw cannot swim because he is heavy and such a rock. He can cast alter self, which gives him a swim speed of 25 feet.

The upper back and shoulders of Zarkhator M Shadowclaw are adorned with glowing amethysts that emit dim violet light. This eerie radiance is accompanied by the Violet Fire Twist, a strange higher-dimensional phenomenon resembling a flame that interacts with the environment in unusual ways. The glow is not natural light but a manifestation of its otherworldly essence.
His upper back and shoulders ignite with violet fire, but the fire behaves strangely. It does not burn, damage, or produce heat. Instead, it looks more like magical energy or ethereal flame, a manifestation of power rather than a physical fire. The effect could be described as growing light-purple firelight, almost like the creature is wrapped in living amethyst flame, more for intimidation, symbolism, or spell-like resonance than harm.

Zarkhator M Shadowclaw is a being of higher-dimensional manipulation, capable of manipulating space and dimensions beyond conventional understanding. He can cast powerful spells such as misty step, dimension door, scrying, teleport, plane shift, and demiplane, allowing him to traverse and create pocket dimensions effortlessly. Additionally, he can cast misty step, scrying, dimension door, and teleport at will, without limit, as if he were a cantrip.

Zarkhator M Shadowclaw's action likely involved shapechange, transforming the user into an Amethyst Tiefling, possibly serving as a prince. He is capable of assuming the guise of mortals, most often taking the form of an Amethyst Tiefling of noble bearing, a role he has long used to manipulate kingdoms and bloodlines. In this shape, he has walked openly among mortals, masquerading as a fallen prince of Chasmethil, weaving intricate webs of intrigue, betrayal, and fear.
Yet even in his most flawless disguise, one truth remains visible: when he assumes the guise of an Amethyst Tiefling, his eyes do not change, glowing with an unmistakable, otherworldly light red radiance. This subtle but inescapable mark betrays his higher-dimensional nature, a constant reminder that beneath the mask of royalty lies a fiend of impossible power.

----

Lore & Origins;The Birth of a Dimension. Doctor Amarok, a deranged arcanist whose experiments tore holes through the planes, sought to craft a weapon that could not only kill but unmake entire realities. From shards of amethyst, diamond, and abyssal essence, he shaped a monstrous fiend: a draconic-rhino-beetle-humanoid-like abomination with four arms, six ruby-crystal eyes, a diamond single horn, twin tusks, claws, and fangs sharp enough to bite through worlds. His tail and bite ended in a crystal stinger that inflicted a curse of crystal petrification, slowly transforming victims into violet statues, their souls trapped in shimmering silence.
Zarkhator M Shadowclaw, the Amethyst Nightmare Dimension, is not merely a fiend; he is a sentient dimension that dreams himself into being. Born in the Infinite Layers of the Abyss, he did not rise from flesh, spirit, or magic, but from the broken nightmares of civilizations long annihilated. He is both a demon lord and a plane of existence, his will shaping landscapes, cities, and legions. Unlike most demon lords, who require a single form, he manifests as a shifting amalgam of fear, geometry, and crystalline growth, his body and kingdom inseparable.

The Underground Empire – Chasmethil;Deep beneath the surface, far below dwarven delves or drow dominions, sprawls the Empire of Chasmethil. He is a realm of endless caverns where amethyst growths glow like cold suns, obsidian palaces stretch like jagged fangs, and fungal forests feed on fear rather than soil. The walls themselves pulse with the dream-essence of Zarkhator M Shadowclaw the Amethyst Nightmare Dimension, whispering madness to those who listen too long.
This realm welcomes the forsaken and the monstrous: tieflings, orcs, drow, duergar, goblins, trolls, and ogres. To them, the surface world is a kingdom of lies and frailty. In the Nightmare Empire, they are given strength, unity, and clarity through terror. Fear is worship, despair is currency, and nightmares are prophecy.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Zarkhator M Shadowclaw can take a lair action. He can’t use the same effect two rounds in a row:

• Nightmare’s Foresight. Zarkhator M Shadowclaw glimpses possible futures. Until initiative count 20 of the next round, he has advantage on attack rolls, ability checks, and saving throws, and creatures making attack rolls against him have disadvantage.
• Dream Banishment. One creature within 120 feet of Zarkhator M Shadowclaw must succeed on a DC 21 Charisma saving throw or be banished to a dream plane. The creature may attempt to escape by using his action to make a Charisma check contested by Zarkhator’s. On a success, he returns. Otherwise, he reappears when the effect ends at initiative count 20 of the next round.
• Illusory Duplicate. An illusory double appears in Zarkhator M Shadowclaw’s space until initiative count 20 of the next round. On his turn, he can move the duplicate equal to his speed (no action). When a creature interacts physically with him, there is a 50% chance the attack affects the duplicate instead, destroying the illusion.

Regional Effects

The domain of Zarkhator M Shadowclaw warps reality:
• Underdark Monsters. Within 6 miles, unnatural populations of amethyst gargoyles, crystal scorpions, and xorns emerge and roam.
• Mirage Terrain. Within 1 mile, the terrain shifts like a mirage arcane spell, creating phantom cities, forests, or seas of crystal.
• Corrupting Madness. A humanoid enemy or betrayer that spends 1 hour within 1 mile must succeed on a DC 18 Wisdom saving throw or gain a form of madness from the table below. A creature that succeeds is immune for 24 hours.
If Zarkhator M Shadowclaw dies, these effects fade over 1d10 days.

Madness of Zarkhator M Shadowclaw

When a creature goes mad in the lair or within sight of Zarkhator M Shadowclaw, roll a d100:

d100 Flaw (lasts until cured)
01–10 - "I see hidden eyes everywhere. I must cover mirrors, gems, and pools of water lest they watch me."
11–20 - "The world above is a lie. Only the depths speak truth."
21–30 - "I cannot tell dreams from waking. I must test every moment with pain or risk being lost."
31–40 - "Fear is holy. I must spread it, nurture it, and drink of it."
41–50 - "The walls whisper secrets to me. I obey them, even when they tell me to betray my allies."
51–60 - "Sleep is death. If I close my eyes too long, the Amethyst Nightmare will swallow me whole."
61–70 - "My shadow whispers in a voice not my own. It tells me I was never real, only a reflection of the Dark Dimension’s dream."
71–80 - "The horned emperor’s gaze saw through me. I am already his servant, I just haven’t accepted it yet."
81–90 - "I dreamed of a black hole and six eyes burning with amethyst fire. The giant hand-claws pulled me into the void."
91–00 - "There is no way we can win against the Amethyst Nightmare. We’re doomed. It’s hopeless."

Previous Versions

Name Date Modified Views Adds Version Actions
11/14/2024 2:30:37 AM
12
0
1.0
Coming Soon
11/21/2024 9:23:57 PM
16
0
1.1
Coming Soon
3/30/2025 5:01:15 AM
18
0
1.2
Coming Soon
7/30/2025 9:11:36 PM
21
0
1.3
Coming Soon
8/14/2025 8:07:52 PM
22
0
1.4
Coming Soon
8/16/2025 3:54:05 AM
25
0
1.5
Coming Soon
8/16/2025 3:57:23 AM
27
0
1.6
Coming Soon
8/18/2025 10:38:43 PM
27
0
1.6
Coming Soon
8/18/2025 10:49:07 PM
28
0
1.7
Coming Soon
8/20/2025 3:27:09 AM
29
0
1.7
Coming Soon
8/31/2025 11:43:00 PM
30
0
1.8
Coming Soon
9/3/2025 7:59:46 PM
33
0
1.9
Coming Soon
9/3/2025 8:06:38 PM
37
0
2.0
Coming Soon
9/3/2025 11:56:01 PM
37
0
2.0
Coming Soon
9/4/2025 7:16:44 AM
38
0
2.0
Coming Soon
9/21/2025 12:33:48 AM
39
0
2.0
Coming Soon
9/21/2025 12:44:47 AM
41
0
2.1
Coming Soon
9/23/2025 10:10:03 AM
42
0
2.1
Coming Soon
9/27/2025 1:00:02 PM
43
0
2.2
Coming Soon
11/7/2025 6:10:23 PM
44
0
2.3
Coming Soon
11/7/2025 7:19:13 PM
46
0
2.4
Coming Soon
11/7/2025 11:56:29 PM
47
0
2.4
Coming Soon
11/7/2025 11:58:34 PM
48
0
--
Coming Soon

Monster Tags: NPCDemonDemon Lordfiend

Habitat: UnderdarkUrban

ThomasMHxDeaf

Comments

Posts Quoted:
Reply
Clear All Quotes