Large Aberration, Chaotic Evil
AC 18 Pure Darkness    Initiative +5 (15)
HP 650 (45d20 + 170)
Speed 45 ft., (Hover)
Mod Save
STR 26 +8 +15
DEX 24 +7 +14
CON 30 +10 +17
Mod Save
INT 30 +10 +17
WIS 26 +8 +15
CHA 28 +9 +16
Skills Deception +25
Vulnerabilities Radiant
Resistances All
Senses Unknown 120ft ; Passive Perception 23
Languages Common
CR 24 (XP 62,000; PB +7)
Traits

The King of Shadows. The King of Shadows has 3 Turns in 1 round at Initiative Order 25, 15 and 5, winning on initiative ties. 

If The King of Shadows takes Radiant Damage, or the first time a light source is lit or brought within 5ft of it, The King of Shadows takes an additional 2d8 Radiant Damage and becomes Paralyzed until the start of its next turn, this dispels the darkness aura of the Near-Impenetrable Umbra trait. 

ALEPH. The King of Shadows cannot be affected by spells of 5th level or lower unless it choses to be or the spell deals Radiant Damage. It has advantage on saving throws against spell effects. 

Crushing Presence.  All creatures that start their turn within 60ft of The King of Shadows must succeed a DC 22 Wisdom Saving Throw or become Frightened by The King of Shadows. Creatures frightened by The King of Shadows can attack it but deal half damage. Creatures who succeed the save become immune to the effect until the end of the Encounter.

Near-Impenetrable Umbra. The King of Shadows is considered Invisible if it is encased in darkness and can see in all kinds of Darkness. Additionally, at start of the encounter and the end of its Turn, The King of Shadows creates a 15ft sphere of magical darkness centered on itself which follows the King of Shadows.

The King of Shadows deals Max Damage against creatures who are encased in darkness, instead of rolling damage.

Wallow In Despair. Creatures attacked by The King of Shadows cannot be killed through massive damage. Instead, creatures that drop to 0 HP in the presence of The King of Shadows make Death Saving Throws at Disadvantage until The King of Shadows leaves the Encounter.

Creatures Brought to 0 HP By The King of Shadows become Cursed. suffering terrible visions of The King of Shadows in their sleep and light activity times. Cursed Creatures cannot benefit from finishing a Long or Short rest until the curse is removed with the Remove Curse spell, a similar magical effect or after 1d4+1 Days.

(For the purposes of the Incursio Branch Office Campaign, 1 day is 1 Suppression.)

Shapes in Shadow. If a Creature attempts to target The King of Shadows with an opportunity attack whilst both are in darkness, if there is another creature in the same darkness, that creature becomes the target of the attack and suffers its damage and effects.

Actions

Multiattack. The King of Shadows makes 2 'Dark Edge' attacks and one 'Shade Bolt' attack.

Dark Edge. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 27 (5d8 + 5) Necrotic damage.

On Hit, the targeted creature loses (half of the damage taken) Max HP until the end of their next Long Rest. if the creature was in Darkness, Heal by the Max HP reduced from this effect.

Shade Bolt. Ranged Weapon Attack: +11 to hit, range 80/120 ft., 1 target. Hit: 25 (4d10 + 3) Necrotic damage.

On Hit or Miss, create a 15ft area of Magical Darkness centered on the Target.

All Consuming Darkness (Recharge 5-6). Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 103 (16d12 + 5) True damage.

If the target of this attack and The King of Shadows are in Darkness, deal additional damage equal to the target's Max HP.

Legendary Actions

The King of Shadows has 3 Legendary Actions, choosing from the options below. The King of Shadows can only take 1 option at a time and only at the end of another creature's Turn. The King of Shadows regains its Legendary Actions at the start of its First turn in a round.

Ravenous Penumbra (Costs 1 Action). The King of Shadows attempts to Recharge its 'All Devouring Darkness'

Slinking Shadow (Costs 1 Action). The King of Shadows Teleports to an area of darkness within 120ft of itself.

Bring Forth and Devour (Costs 2 Actions). The King in Shadows teleports a creature in darkness to a space within 5ft of it that is also within darkness, then if able, uses 'All Consuming Dark' on the creature.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), The King of Shadows takes a lair action to cause one of the following effects; The King of Shadows can’t use the same effect two rounds in a row:

  • Creates 3 15ft Areas of Magical Darkness in any position of the map. these areas can be dispelled by bringing a light source to the center of the area.
  • Creatures in Dim Light or Darkness must succeed a DC 16 Dexterity Saving throw or take 20 (4d8) Necrotic Damage. taking half damage on a success.

Regional Effects

The region containing The King of Shadow's lair is Shadowed, which creates one or more of the following effects:

  • The Natural Light level cannot exceed Dim Light.
  • Darkness becomes Magical Darkness.
  • Dark Clouds block out the Sun.

If The King of Shadows dies or is Contained, these effects fade over the course of 1d4+3 days.

Vincent_PJM

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