| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 17 | +3 | +6 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 15 | +2 | +5 |
| CHA | 6 | -2 | -2 |
Fuzzy Image. While in Dim Light, all attacks made against this creature have disadvantage. This creatures does not create opportunity attacks unless in bright magical light. A target is unaffected by this trait if it perceives the creature with Blindsight or Truesight.
Light Sensitivity. While in Bright Light, this creature has Disadvantage on ability checks and attack rolls.
Hostile Darkness. Wisdom Saving Throw: DC 15, each target in a 120-foot Emanation originating from the creature at the end of the target's turn if the target is in darkness. Failure: 5 (1d8) Necrotic Damage.
Impenetrable Darkness. Each target in a 120-foot Emanation originating from the creature at all times: Darkvision is reduced to 5 ft in darkness. Devil's Sight is reduced to 10 ft in darkness (optional).
Legendary Resistance (1/Day). If the creature fails a saving throw, it can choose to succeed instead.
Umbral Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Slashing damage.
Shard Strike. Ranged Attack Roll: Up to 3 targets in a 15 ft line, make separate attack rolls;+6, reach 100/200 ft. Hit: 12 (2d8 + 3) Piercing damage.
Hunt. Wisdom Saving Throw: DC 15, one target the creature can see within 120 feet. Failure: All nonmagical light sources within a 30 foot Emanation originating from the target become extinguished, all other targets within a 30 foot Emanation originating from the original target gain 1 additional level of Fear and the target becomes Lost and gains 1 additional level of Fear.
Chilling Wind (1/Day). Extinguish all nonmagical and magical (cantrips) light sources in a 120-foot Emanation originating from the creature.
Now You See Me (2/Day). In response to an attack that would hit the creature, cast Misty Step.
Misdirection (1/Day). In response to HP dropping below 70, create 4 illusory copies of this creature that can move and attack independently on their own initiative, up to 120 feet away in an unoccupied space. Immediately swap places with one of the copies. The copies can only use Shard Strike when attacking and do not cause extra damage from the Hostile Darkness trait. The copies disappear in a cloud of smoke if they are hit by an attack or is put in bright light.
Description
Blind. This creature cannot see with normal vision. Targets that end their turn remaining still and silent will render them invisible unless they are within 10 ft of this creature.
Fear. 0-10 levels; Targets gain a level of fear when they become Lost, end their turn within 30 feet of the creature, are hit by the creature, or are affected by the creature (cumulative; a target cannot gain more than 3 levels of fear between their turns). Targets lose a level of fear when they become Found, leave darkness, positively affected by their ally, ending their turn next to their ally, hitting the creature, or affect the creature (cumulative). If a target's level of fear is greater than 3, the target has a -1 to all checks, saves, and attack rolls. If a target's level of fear is greater than 5, the target becomes Frightened of the creature. If a target's level of fear is greater than 7, the target has a -2 to all checks, saves, and attack rolls.
Lost. When a target becomes Lost, they disappear from where they were on the game board and remain missing until they become Found. A target becomes Lost after ending their second consecutive turn in darkness.
Found. A target becomes found when a random, unoccupied space, is illuminated with bright or dim light (DM discretion). A Found target does not need to reappear in it's original location. A Lost target is automatically Found when it creates a source of light.
To light a torch during the encounter: Wisdom (Survival) Check: DC 10.
Previous Versions
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2/26/2026 7:25:15 PM
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2/26/2026 8:58:08 PM
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