Legendary Resistance (5/Day). If the Wanderer in the Shadows fails a saving throw, it can choose to succeed instead.
Rejuvenating Darkness. If Wanderer in the Shadows starts its turn in dim light or darkness, it regains 50hp.
Shadow Step. Wanderer in the Shadows can step between shadows up to 60' away if they are in dim light or darkness for 5' of movement.
The Business of Misery. Sensing a creature within 10 feet's deepest forms of Agony, Despair, and Grief, the Wanderer in the Shadows begins to feast upon it, entirely dominating your mind. The creature must make a DC22 Charisma Saving Throw or be completely dominated, relinquishing control to the DM. The Creature takes 10 necrotic damage at the beginning of each of their subsequent turns. This domination can only be broken by a remove curse or dispel magic of 5th level or higher, greater restoration, or via wish.
Spellcasting. The Wanderer in the Shadows is a 20th level spellcaster, spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks)and has the following spells prepared.
At will: chill touch, sapping sting, toll the dead, dissonant whispers, guiding bolt, invisibility, counterspell.
5/day each: Black Flame (by DrToasty), Black Serpents (by DrToasty), Greater Hex of the Coven (by Harkard), Hallowed Hex (by Murguy), Pursuers (by DrToasty).
3/day each: harm, heal, teleport, tether essence
1/day each: dark star, maddening darkness, reality break, Ravenous Void
Wanderer in the Shadows makes two Shadow's touch attacks or casts two spells.
Shadow's Touch. Melee Spell Attack: +14 to hit, reach 10 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Counter Spell. The Wanderer in the Shadows casts Counterspell.
The Wanderer in the Shadows 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. The lich regains spent legendary actions at the start of its turn.
With but a snap. The Wanderer in the Shadows casts an at will spell or Shadow Steps.
Shadow's Touch. The Wanderer in the Shadows uses its Shadow's Touch.
Cast a spell (Costs 2 Actions). The Wanderer in the Shadows casts any one of it's spells.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the Wanderer in the Shadows must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Wanderer in the Shadows regains half of the hit point total lost among all effected creatures.
Lair and Lair Actions
Though often referred to as a hag, the Wanderer is far from just that... They have spent their existence learning lost, forgotten, and often frowned upon ways... Their lair represents that. They are shrouded in the comfort of magical darkness and the despair that brings...
Lair Actions
On initiative count 20 (losing initiative ties), the Wanderer in the Shadows can take a lair action to cause one of the following magical effects; the Wanderer in the Shadows can’t use the same effect two rounds in a row:
- The Wanderer in the Shadows rolls a d20. On a 15 or higher, they will gain resistance to the next attack that hits them. If they already have resistance, they gain immunity. If they have immunity, they will gain the damage they would take as hit points.
- The Wanderer in the Shadows targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Wanderer to the target. Whenever the Wanderer takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the Wanderer takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Wanderer or the target is no longer in the lair.
- The Wanderer calls forth the spirits of Grief that they feast upon. These apparitions materialize and attack one creature that the Wanderer can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/9/2020 9:10:25 PM
|
27
|
0
|
1.0
|
Coming Soon
|
Comments