Fallen Nobility
Beauregard carries himself with aristocratic poise. Creatures that can hear him have disadvantage on Insight checks made to discern his intentions.
Shadow’s Veil
Dim light within 30 feet of Beauregard becomes deeper and silken. Nonmagical light cannot increase the illumination in this area. Beauregard sees normally through magical darkness.
Umbral Step
When Beauregard enters dim light or darkness, he may teleport up to 60 feet to another area of dim light or darkness he can see. His next attack before the end of the turn deals an extra 14 (4d6) necrotic damage.
Evasion
If Beauregard succeeds on a Dexterity saving throw, he takes no damage; on a failure, he takes half.
Unarmored Grace
Beauregard adds both his Dexterity and Wisdom modifiers to AC.
Legendary Resistance (3/Day)
If Beauregard fails a saving throw, he can choose to succeed instead.
Multiattack — Umbral Flurry
Beauregard makes three attacks: two Shadowstrikes and one Shadow Lash.
Shadowstrike - Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 15 (2d8+6) bludgeoning damage plus 7 (2d6) necrotic damage.
If Beauregard used Umbral Step this turn, the attack deals an additional 14 (4d6) necrotic damage.
Shadow Lash - Melee Spell Attack: +13 to hit, reach 15 ft., one target.
Hit: 18 (4d6 + 4) psychic damage, and the target must succeed on a DC 20 Wisdom saving throw or have disadvantage on its next attack roll.
Stunning Shadow Blow
When Beauregard hits a creature with a melee attack, he may force it to make a DC 20 Constitution saving throw or be stunned until the end of Beauregard’s next turn.
Shadow Clone (Recharge 5–6)
Beauregard creates a duplicate of himself made of condensed darkness in an unoccupied space within 10 feet.
The clone has AC 18, 1 hit point, and mimics Beauregard’s movements.
While the clone exists:
- Beauregard has advantage on attack rolls.
When the clone is destroyed, it explodes in a burst of shadow.
Creatures within 10 feet must make a DC 20 Dex save or take 14 (4d6) necrotic damage.
Deflect Missiles
Beauregard reduces the damage from a ranged attack by 20. If reduced to 0, he catches the projectile and may make a ranged attack with it (range 20/60, +14 to hit, 1d6+7 damage).
Shadow Step.
Beauregard can take 3 legendary actions, choosing from the options below. Only one legendary action may be used at a time and only at the end of another creature’s turn.
Shadow Step
Beauregard uses Umbral Step.
Shadow Lash
Beauregard makes one Shadow Lash attack.
Assassin’s Pursuit (Costs 2 Actions)
Beauregard moves up to his speed without provoking opportunity attacks.
Shadow Clone (Costs 3 Actions)
Beauregard uses Shadow Clone.
When Beauregard is reduced to 0 hit points, he does not die.
Instead, the Shadow’s Veil unfurls like wings of living night, consuming his form.
He regains 200 hit points, all conditions end, and he transforms into Beauregard, Shadowfell Conqueror (Phase 2).
“Ah… so this is the price.”
When this transformation occurs, all creatures within 60 feet must make a DC 21 Wisdom saving throw or be frightened for 1 minute.
Lair and Lair Actions
On initiative count 20 (losing ties), Beauregard uses one of the following lair actions. He cannot use the same effect two rounds in a row.
1. Court of Living Shadows
Beauregard summons 1d4 Shadows or 1 Shadowspawn Acolyte (use Wight or Shadowspawn stat block). They act immediately after Beauregard.
“Attend me.”
2. Noble’s Execution
A shadow blade manifests above a creature Beauregard can see within 60 feet. The creature must succeed on a DC 20 Dexterity saving throw or take 21 (6d6) necrotic damage and be restrained until the next initiative count 20.
3. Deepen the Veil
A 30‑foot radius area Beauregard chooses becomes magical darkness until the next round. Creatures inside must succeed on a DC 20 Wisdom saving throw or be frightened of Beauregard until the end of their next turn.
Beauregard becomes invisible while inside this darkness.
Previous Versions
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9/1/2026 6:12:37 PM
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Coming Soon
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