Kassoon

This is homebrew, submitted by a member of the community.

The King in the Shadows

The King in the Shadows

Medium Fey, Chaotic EvilMedium Fey, Chaotic Evil
Armor Class 17 (half plate)17 (half plate)
Hit Points 170 (20d8+80)170 ([20d8+80])
+/-/*

Speed 50 ft.50 ft.

STR
16 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
20 (+5)
WIS
18 (+4)
CHA
20 (+5)

Token URL:
Saving Throws Con +10, Wis +10, Cha +11 Con +10, Wis +10, Cha +11
Skills Arcana +11, Perception +10 Arcana +11, Perception +10
Damage Vulnerabilities
Damage Resistances acid; bludgeoning, piercing, and slashing from weapons that aren’t made of cold iron
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, poisoned charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20blindsight 30 ft., darkvision 120 ft., passive Perception 20
Languages Abyssal, Celestial, Baltian, Rayesnian, Draconic, Elvish, Infernal, Umbral; telepathy 100 ft.Abyssal, Celestial, Baltian, Rayesnian, Draconic, Elvish, Infernal, Umbral; telepathy 100 ft.
PB +6
Challenge 17 (18,000 XP)

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Control Darkness. As a bonus action, The King in the Shadows can cause all areas of darkness within 100 feet to move up to 10 feet.

Innate Spellcasting. The King in the Shadows' innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no somatic or material components:

At will: continual flame, detect evil and good, invisibility (self only), moonbeam (reskinned to shadowbeam), zone of truth
3/day each: blight, counterspell, dispel magic

1/day each: demiplane, heal

Legendary Resistance (3/day). If The King in the Shadows fails a saving throw, he can choose to succeed instead.

Magic Weapons. The King in the Shadows' weapon attacks are magical, and deal an extra 7 (2d6) radiant damage (included below).

[b]Control Darkness.[/b] As a bonus action, The King in the Shadows can cause all areas of darkness within 100 feet to move up to 10 feet.

[b]Innate Spellcasting.[/b] The King in the Shadows' innate spellcasting ability is Charisma (spell save DC 19, [+11] to hit with spell attacks). He can innately cast the following spells, requiring no somatic or material components:

At will: [spell]continual flame[/spell], [spell]detect evil and good[/spell], [spell]invisibility[/spell] (self only), [spell]moonbeam[/spell] (reskinned to shadowbeam), [spell]zone of truth[/spell]
3/day each: [spell]blight[/spell], [spell]counterspell[/spell], [spell]dispel magic[/spell]
1/day each: [spell]demiplane[/spell], [spell]heal[/spell]

[b]Legendary Resistance (3/day).[/b] If The King in the Shadows fails a saving throw, he can choose to succeed instead.

[b]Magic Weapons.[/b] The King in the Shadows' weapon attacks are magical, and deal an extra 7 ([2d6]) radiant damage (included below).

Actions

Multiattack. The King in the Shadows makes three attacks with either his obsidian staff or his shadow bolt

Obsidian Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) bludgeoning damage plus 7 (2d6) radiant damage. A target that is struck by the staff two or more times in one turn must succeed on a DC 17 Constitution saving throw or be stunned until the end of it's next turn.

Shadow Bolt. Ranged Spell Attack: +11 to hit, range 150/600 ft., one target. Hit: 22 (4d10) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 22 (4d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its natural form. When the shadow bolt hits a target, darkness consumes a 10-foot radius from that point. The darkness is stationary and lasts until the end of The King in the Shadows' next turn.

Fearful Shadows (Recharge 5-6). The King in the Shadows magically animates the shadows of all foes within 60 feet of himself. The animated shadows attack the creatures who cast them. All affected creatures in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 19 Dexterity saving throw. A creature that fails the saving throw also loses 1d4 points from its Strength score. A creature reduced to 0 Strength is unconscious until it regains at least 1 point of Strength. Strength lost to fearful shadows returns when the creature finishes a short or long rest.

Summon Devil (1/Day). The King in the Shadows magically summons a lunar devil (reskinned as a shadow devil). The summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 10 minutes, until its summoner dies, or until its summoner dismisses it as an action.



Reactions

Shadow Slip. The King in the Shadows takes on the quality of his manifest delusions when he is targeted by an attacker he can see. He becomes nearly insubstantial, so that the attack roll is made with disadvantage. If the attack hits, The King in the Shadows takes half damage.

[b]Multiattack.[/b] The King in the Shadows makes three attacks with either his obsidian staff or his shadow bolt

[b]Obsidian Staff.[/b] Melee Weapon Attack: [+9] to hit, reach 5 ft., one creature. Hit: 7 ([1d8+3]) bludgeoning damage plus 7 ([2d6]) radiant damage. A target that is struck by the staff two or more times in one turn must succeed on a DC 17 Constitution saving throw or be stunned until the end of it's next turn.

[b]Shadow Bolt.[/b] Ranged Spell Attack: [+11] to hit, range 150/600 ft., one target. Hit: 22 ([4d10]) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 22 ([4d10]) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its natural form. When the shadow bolt hits a target, darkness consumes a 10-foot radius from that point. The darkness is stationary and lasts until the end of The King in the Shadows' next turn.

[b]Fearful Shadows (Recharge 5-6).[/b] The King in the Shadows magically animates the shadows of all foes within 60 feet of himself. The animated shadows attack the creatures who cast them. All affected creatures in the area take 35 ([10d6]) necrotic damage, or half damage with a successful DC 19 Dexterity saving throw. A creature that fails the saving throw also loses [1d4] points from its Strength score. A creature reduced to 0 Strength is unconscious until it regains at least 1 point of Strength. Strength lost to fearful shadows returns when the creature finishes a short or long rest.

[b]Summon Devil (1/Day).[/b] The King in the Shadows magically summons a lunar devil (reskinned as a shadow devil). The summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 10 minutes, until its summoner dies, or until its summoner dismisses it as an action.

---
[b][i]Reactions[/i][/b]

[b]Shadow Slip.[/b] The King in the Shadows takes on the quality of his manifest delusions when he is targeted by an attacker he can see. He becomes nearly insubstantial, so that the attack roll is made with disadvantage. If the attack hits, The King in the Shadows takes half damage.

Legendary Actions

The King 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 King in the Shadows regains spent legendary actions at the start of his turn.

  • Staff. The King in the Shadows makes a crystal staff attack.
  • Shadow Walking. The King in the Shadows teleports from one area of magical darkness to another within 100 feet.
  • Aura of Madness (2 actions). While he is standing in an area of darkness, The King in the Shadows can spread his madness to other creatures within 30 feet. A creature other than a fiend that starts its turn in the aura or enters it for the first time on a turn (including when the aura is created) must succeed on a DC 19 Charisma saving throw or be confused (as if affected by the confusion spell) until the start of its next turn. The aura lasts until the start of The King in the Shadows' next turn.



Lair Actions

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

  • The King in the Shadows creates four beams of darkness at four points he can see within 100 feet. The beams each consumes a 10-foot radius with darkness. These beams last until The King in the Shadows uses this action again, or until he dies.
  • The King in the Shadows chooses a point he can see within 100 feet. Disembodied whispers speaking of despair and failure fill a 30-foot radius from that point. All creatures other than fiends in the area must succeed on a DC 15 Wisdom saving throw or become frightened until initiative count 20 on the following round.
  • The King in the Shadows magically summons four shadow demons. The demons appear in unoccupied spaces The King in the Shadows can see within 60 feet. The demons act immediately and remain until initiative count 20 on the following round.
The King 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 King in the Shadows regains spent legendary actions at the start of his turn.

[*][b]Staff.[/b] The King in the Shadows makes a crystal staff attack.
[*][b]Shadow Walking[/b]. The King in the Shadows teleports from one area of magical darkness to another within 100 feet.
[*][b]Aura of Madness (2 actions).[/b] While he is standing in an area of darkness, The King in the Shadows can spread his madness to other creatures within 30 feet. A creature other than a fiend that starts its turn in the aura or enters it for the first time on a turn (including when the aura is created) must succeed on a DC 19 Charisma saving throw or be confused (as if affected by the confusion spell) until the start of its next turn. The aura lasts until the start of The King in the Shadows' next turn.

---
[b][i]Lair Actions[/i][/b]

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

[*]The King in the Shadows creates four beams of darkness at four points he can see within 100 feet. The beams each consumes a 10-foot radius with darkness. These beams last until The King in the Shadows uses this action again, or until he dies.
[*]The King in the Shadows chooses a point he can see within 100 feet. Disembodied whispers speaking of despair and failure fill a 30-foot radius from that point. All creatures other than fiends in the area must succeed on a DC 15 Wisdom saving throw or become frightened until initiative count 20 on the following round.
[*]The King in the Shadows magically summons four shadow demons. The demons appear in unoccupied spaces The King in the Shadows can see within 60 feet. The demons act immediately and remain until initiative count 20 on the following round.
 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10lll-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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