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The Spirit of Night
\pagebreak A long forgotten stain upon history, The Spirit of the Night is a enigmatic being from Shadowfell who long ago reigned terror upon this plane. Though millennia ago anything related to it was obliterated, can a legacy of shadow ever be erased? ## Blade of The Night ###### *melee weapon (Longsword), rare (requires attunement)* **Damage:** 1d8 **Damage Type:** Slashing **Modifiers:** Melee Attacks +1, Melee Damage +1 **Properties:** Finesse, Versatile **Secondary Damage:** 1d10 **Weight:** 0 A sword that is completely black from point to hilt. It looks as though it is made of pure shadow rather than metal and by consequence is virtually weightless. **Breath of Night.** You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, you are able to move noiselessly and if you end your turn without moving or taking any action in dim light or darkness, you become invisible until you move, take an action or a reaction. **Nightcall.** This weapon seeks to reclaim its lost power and guides its wielder to unlock that power. \columnbreak ### Legacy of Shadow As the wielder completes additional tasks, more of the blades mythical abilities reveal themselves. #### **Night's Hunger** ###### *Prerequisite: Find the Chamber of Night* While you are attuned to this sword, anytime you deal damage to a living creature with this weapon, you gain temporary hp equal to half the damage dealt. #### Chill of Night ###### *Prerequisite: Dip blade in the Pools of Moonlight* The bonus to attack and damage rolls increases to +2. While you are attuned to this sword, The Blade of Night deals nercotic damage instead of slashing damage. #### Soul of Night ###### *Prerequisite: Learn The Ritual of Night* The bonus to attack and damage rolls increases to +3. While you are attuned to this sword, by performing the Ritual of Night and offering your blood, you are able to take on the visage of The Spirit of Night. You gain the following abilities for 1 hour: * You have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object . * When you are in dim light or darkness , as a bonus action , you can magically teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness . * You have a flying speed equal to your walking speed . ### Edge of Shadow The stronger the blade becomes , the stronger its call is to its master .
\pagebreak # Additional Items ### Locations ##### Chamber of Night A hidden chamber to The Spirit of The Night, detailing its history and rituals . The only way to access it is by way of its key, the Blade of The Night . Clues to unlocking the blades powers are hidden here . ##### Pools of Moonlight A mystical underground pool which has absorbed the power of moon for eons. Any weapon submerged into the pools for an hour becomes *silvered* for 7 days . It has a strong connection to the night . ### Items #### Scroll of Nightshadow *scroll, rare* An ancient scroll which detail the Ritual of The Night and the creation of Shadowgems . ##### Create Shadowgem conjuration (ritual) **Casting Time:** 1 minute **Range:** touch **Components:** V S M (a diamond worth 500gp) **Duration:** 1 hour You touch a living sentient creature and speak the rituals invocation, binding the creature's soul to the diamond. When you kill the creature, its soul becomes trapped within the gem and it becomes a Shadowgem. ##### Ritual of The Night conjuration (ritual) **Casting Time:** 1 minutes **Range:** self **Components:** V S M (a Shadowgem) **Duration:** 1 hour You hold a Shadowgem and begin chanting the ancient words. A shadowy energy envelops you and deals 3d8 necrotic damage to you. The energy mixes with your blood and you gain the Soul of Night. The Shadowgem's soul is consumed and it reverts to a diamond. #### Shadowgem *gem (artifact) , rare* A diamond of pure darkness and a slight red glow, that hums with the screams of a tormented soul. \pagebreak ### Creature ##### Spirit of The Night *Large fiend, chaotic evil* ### **Armor Class** 18 (natural armor) **Hit Points** 177 (16d10 + 90) **Speed** 40ft, climb 40ft, fly 80ft. ### **STR** 18 (+4) **DEX** 20 (+5) **CON** 20 (+5) **INT** 18 (+4) **WIS** 16 (+3) **CHA** 18 (+4) ### **Saving Throws** Dex +10, Con +10, Wis +8, Cha +9 **Skills** Perception +8, Stealth +8 **Damage Resistances** all except force and radiant **Damage Immunities** necrotic, poison **Condition Immunities** poisoned, charmed **Senses** truesight 120ft., passive Perception 18 **Languages** Common, Abyssal **Challenge** 16 (15,000 XP) ### **Living Shadow.** While in darkness, the spirit has immunity to damage that isn't force, psychic, or radiant. **Shadow Meld.** While in dim light or darkness, the spirit can enter or emerge from any shadow within 30ft of it as a bonus action. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. **Reactive.** The spirit can take one reaction on every turn in a combat. ### Actions **Multiattack.** The spirit makes three attacks: one with its bite and two with its weapon. **Shadow Claw.** Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage. **Darkness.** Spirit of the Night can cast Darkness with a 30ft radius **Shadow Inferno (Recharge 5-6}.** The spirit exhales shadowy fire in a 30 -foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage becomes a shadow and acts immediately after the spirit in the initiative count. The shadow is under the spirit's control. \columnbreak ### Legendary Actions Spirit of the Night 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. Spirit regains spent legendary actions at the start of their turn. **Night's Call.** The Spirit summons 3 denziens of Shadowfell under its yoke. **Pillar of Darkness.** The Spirit creates a 30ft high pillar of magical darkness with a 10ft radius, centered on it. **Night Shriek.** All creatures with 50ft of the Spirit must make a DC 16 Wisdom saving throw or become deafened and frightened
##### Art Credits The images used are property of Wizards of the Coast. ©Wizards of the Coast LLC.