Dread Shade
Swamps are rarely a source of joy for travelers, being host to a number of terrors which can lead to an untimely end. Hungry beasts, fetid waters, voracious insects hosting horrid diseases, and of course, any number of restless dead. Of all the undead which wander a swamp, the most fearsome come out only on moonlit nights when the fog of the swamp hangs heavy, blanketing the world in an impenetrable cloud. In this murky darkness, the dread shade hunts, seeking living creatures from which it may steal a brief hint of life once more.
Consuming Hatred Dread shades are undead which feel little else but hostility for the living, seeking to snuff out the spark of life whenever the shade encounters it. But for a dread shade, bringing a creature’s life to a close is rarely enough to satisfy their hatred. Instead, a dread shade also seeks an end to the creature’s immortal soul, hoping to prevent it from achieving any solace after death. To do so, the dread shade attempts to drain a creature’s soul from their body, using the precious energy of life found within to empower themselves instead. When a dread shade does so, for a brief moment, it remembers the ecstasy of a life which has long since faded away.
Stalker of the Mist A dread shade prefers to hunt on nights when the fog of a swamp is already thick, turning its own form to mist and allowing it to approach a living creature undetected. Once the shade is close enough, it will suddenly lash out with its vicious claws, attempting to pierce the victim’s flesh in order to grab hold of them. When a dread shade has a grip on a creature, they begin to drag them away from any other nearby creatures, seeking to isolate the victim from their friends and allies, and from any potential help. As they do so, the shade begins the process of draining away the soul, stealing a creature’s strength moment by moment, making it ever more difficult for the victim to escape. The shade does this over and over, as many times as possible, picking off the members of a group one by one.
Born from the Morass Unlike other undead, a dread shade can not be so easily created. No known process exists for turning the corpse of a creature into a dread shade, though attempts have been made. Only a dread shade seems capable of turning someone into another dread shade, but this process is rare, as the shade would rather cannibalize the creature’s soul for their own use. Dread shades themselves are thankfully rare, and the original moment of their creation is recorded in various books on history and necromancy alike. The only remaining vestige of a once-great noble family, whose estate was consumed in a single night by the power of an unnamed necromancer. Many of those who lived on the estate were overwhelmed by necromantic magic, turned into mindless zombies and formless shadows, but those born of the estate were spared this fate- and given a far worse punishment. These nobles became the original dread shades, and their estate was ruined, its land sunk and turned into a vast swamp. From this swamp the shades spread, seeking life for themselves to consume, hoping to either reclaim its spark or destroy it wherever they found it.
Dread Shade
Swamps are rarely a source of joy for travelers, being host to a number of terrors which can lead to an untimely end. Hungry beasts, fetid waters, voracious insects hosting horrid diseases, and of course, any number of restless dead. Of all the undead which wander a swamp, the most fearsome come out only on moonlit nights when the fog of the swamp hangs heavy, blanketing the world in an impenetrable cloud. In this murky darkness, the dread shade hunts, seeking living creatures from which it may steal a brief hint of life once more.
Armor Class | 14 (natural armor) | ||
---|---|---|---|
Hit Points | 16d8+16 | ||
Speed | 30 ft. | Fly 30 ft. | |
Strength | 17 (+3) | ||
Dexterity | 14 (+2) | ||
Constitution | 13 (+1) | ||
Intelligence | 11 (+0) | ||
Wisdom | 16 (+3) | ||
Charisma | 10 (+0) | ||
Skills | Athletics d20+6 | ||
Damage Resistances | Acid | Cold | Fire |
Lightning | Thunder | Bludgeoning | Piercing |
Slashing from nonmagical weapons | |||
Condition Immunities | Exhaustion | Frightened | Poisoned |
Senses | Darkvision 60 ft. | Passive Perception 13 | |
Languages | Any languages it knew in life | ||
Challenge | 6 (2300 XP) | ||
Special 1 | Innate Spellcasting | The shade can innately cast the following spells, | requiring no material components |
Spells | 3/day each | Gaseous form (self only) | Misty step |
Special 2 | Necrotic Blade | When the shade hits a creature with its claws, | it may expand any number of soul points, |
dealing an additional 1d6 necrotic damage for each soul point expended this way | |||
Action 1 | Multiattack | The shade makes three attacks with its claws | |
Action 2 | Claw | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d6+3 slashing damage. | If the target has already been hit this turn by the shade's claws, | the shade can use a bonus action to attempt to grapple the target |
Action 3 | Draining Force | The shade attempts to suck the soul from a creature that it currently has grappled with. | The target must make a DC 14 Charisma saving throw |
or have its strength reduced by 1d4 , | and the shade gains that many soul points. | The target dies if this reduces its Strength to 0. | A creature killed in this way can not be resurrected except through the use of a wish spell |
Reaction | Necrotic Barrier | When the shade becomes the target of a melee attack, | it may expand any number of soul points to gain a bonus to its AC |
equal to the number of soul points expended this way. | If this causes the attack to miss, | the attacking creature takes 2d6 necrotic damage |
Remove these ads. Join the Worldbuilders Guild
Comments