Mythic Regeneration
Beauregard regains 30 hit points at the start of his turn. He does not regenerate if he took radiant damage since his last turn.
Living Darkness Aura (30‑ft radius)
The area around Beauregard becomes oppressive magical darkness.
- Enemies inside are slowed (their speed is halved).
- Shadow creatures allied with Beauregard have advantage on attack rolls.
- Beauregard is invisible to creatures relying on sight.
- Nonmagical light is extinguished; magical light of 3rd level or lower is suppressed.
Umbral Dominion
All shadows within 120 feet are extensions of Beauregard’s will. He knows the location of every creature in dim light or darkness within this range.
Shadow Sovereign
Beauregard has advantage on saving throws against spells and magical effects. When he succeeds on a save, the caster takes 10 (3d6) psychic damage.
Multiattack — Sovereign of Night
Beauregard makes two attacks: one Shadowstrike and one Umbral Lash, or he may replace either attack with Shadow Puppet.
Shadowstrike Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) necrotic damage.
If the target is in dim light or darkness, it takes an additional 14 (4d6) necrotic damage.
Umbral Lash Melee Spell Attack: +14 to hit, reach 20 ft., one target.
Hit: 22 (5d6 + 5) psychic damage, and the target must succeed on a DC 21 Wisdom saving throw or be frightened until the end of its next turn.
Shadow Puppet (Recharge 4–6)
Beauregard animates a creature’s shadow.
One creature he can see within 60 feet must succeed on a DC 21 Wisdom saving throw or become a puppet of its own shadow until the end of Beauregard’s next turn.
While puppeted:
- Beauregard controls the creature’s movement.
- The creature cannot take reactions.
- At the start of its turn, it makes one melee attack against a target of Beauregard’s choice.
Shadow Rift (Recharge 5–6)
Beauregard tears open a rift to the Shadowfell in a space he can see within 60 feet. Roll a d3:
- 1d4+1 Shadows emerge.
- 1 Shadow Demon emerges.
- 1 Elite Shadowspawn (custom CR 7–9 creature) emerges.
Creatures spawned act immediately after Beauregard in initiative.
Umbral Nova (Recharge 5–6)
Beauregard releases a pulse of crushing darkness.
Each creature of his choice within 30 feet must make a DC 21 Constitution saving throw, taking 36 (8d8) necrotic damage on a failure, or half on a success.
Creatures that fail are also blinded for 1 minute (repeat save at end of turn).
Shadow Reprisal
When a creature within 30 feet hits Beauregard with an attack, he may force the attacker’s shadow to strike back.
The attacker must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) necrotic damage, and Beauregard teleports up to 20 feet into dim light or darkness.
Sovereign’s Denial
When a creature Beauregard can see casts a spell that targets him, he may impose his will upon the magic.
The caster must succeed on a DC 21 Charisma saving throw or the spell fails, and the caster takes 10 (3d6) psychic damage.
Beauregard can take 3 legendary actions, choosing from the options below.
Shadow Lash
Beauregard makes one Umbral Lash attack.
Command Shadowspawn
One shadow creature within 60 feet makes an attack or moves up to its speed.
Shadow Step (Costs 2 Actions)
Beauregard teleports up to 60 feet between shadows.
Summon Lesser Shadowspawn (Costs 2 Actions)
Beauregard summons one Shadow or Wretched Shadowling (CR 1/2 custom).
Umbral Nova (Costs 3 Actions)
Beauregard uses Umbral Nova.
Shadowfell Collapse
Beauregard targets a point he can see within 60 feet.
A 20‑foot‑radius sphere becomes a gravity well of crushing darkness.
Creatures inside must make a DC 21 Strength saving throw or be:
- Pulled 15 feet toward the center
- Restrained
- Take 14 (4d6) necrotic damage
A restrained creature repeats the save at the end of its turn.
Lair and Lair Actions
Beauregard’s lair is a throne room of living shadow. On initiative count 20 (losing ties), he can use one of the following lair actions:
1. Summon Shadow Court.
Beauregard summons 1d3 Shadows or 1 Shadowspawn Acolyte (CR 3 custom).
They rise from the floor like bowing courtiers.
2. Grasping Shadows.
Shadows on the floor animate.
Each creature of Beauregard’s choice within 20 feet must succeed on a DC 20 Strength saving throw or be grappled (escape DC 20) by shadowy hands.
3. Court of Darkness.
A 30‑foot radius area becomes magical darkness until the next round.
Shadow creatures inside gain resistance to all damage except radiant.
4. Shadow Double.
A creature’s shadow detaches and becomes a hostile Shadow under Beauregard’s control.