Shum Aloquam, Demon Lord of Night

by Spartan127

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Shum Alquam, Demon Lord of Night

Darkness Incarnate

Alquam, the Silent Black, Eyes in the Night, the Dark Hunter, is the demon lord of night and the creatures that prowl it. They have a particular affinity for owls; the stryx and owl harpies are both offshoots of their influence. Any shadow or dark corner at night might carry whispers to their ears.

Alquam delights in music & knowledge, though their favorite songs are said to grate mortal sanity to shreds. Their huffed breath reeks of carrion. Alquam is composed mostly of darkness, with some features of a monstrous owl. Alquam stands hunched in a raptorous pose at 25 feet, but fully stands over 50 feet tall, with dark gray feathers with lighter speckles and bands covering it's body. The head is that of a great owl with back-swept horns and massive, bulbous eyes that gleam yellow green. Their body is thin and such a deep inky black that it drinks in light. Their feathery wings are long enough to wrap around it's whole body.

When Alquam flies, they manifest shadowy extensions upon their existing wings, appearing as a massive inky fog cutting through the skies. When Alquam becomes enraged, their eyes become alight with dark fiery yellow flames that burn with the intensity of the fullest moon, and breathes these exact flames as a gout of black and golden fire.

Within the recent centuries, Shum Alquam has managed to claw it's way from the depths of the Abyss, and has made their lair in the lost library of Lydenmor - a remnant of an ancient empire that existed during the Dragon Wars, since then they have sought the use of the lore available to them to increase their powers, and to remain out of the Abyss until they feel that they have amassed enough knowledge.


Alquam, Lord of Night

Huge fiend (demon), Chaotic Evil


  • Armor Class 21 (natural armor)
  • Hit Points 350 (28d12 + 168)
  • Speed 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
16(+3) 20(+5) 24(+7) 20(+5) 20(+5) 16(+3)

  • Saving Throws Dex +12, Con +14, Wis +12
  • Skills Deception +10, Perception +12, Stealth +12
  • Damage Resistances fire, lightning
  • Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 22 (41,000 xp)

Born of Darkness. Alquam can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.

Flyby. The owl doesn't provoke an opportunity attack when it flies out of an enemy's reach

Keen Sight and Hearing. The owl has advantage on Wisdom (Perception) checks that rely on sight or hearing.

Legendary Resistance (3/day). If Alquam fails a saving throw, it can choose to succeed instead

Magic Resistance. Alquam has advantage on saving throws against spells and other magical effects.

Magic Weapons. Alquam’s weapon attacks are magical.

Innate Spellcasting. Alquam’s innate spellcasting ability is Charisma (save DC 18). It can innately cast the following spells without material components.

  • At will: darkness, silence
  • 3/day each: fear, invisibility, teleport
  • 1/day: circle of death

Arcanic Divulgence

Alquam has accumulated enough knowledge in the library of Lydenmor, that they are now capable of casting arcane magic - making them a much more formidable and deadly presence; even towards other demons and entities.

Arcane Spellcasting. Alquam’s spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Alquam has the following wizard spells prepared:

  • Cantrips (11th lvl) (at will): Fire bolt, Mage hand, Prestidigitation
  • 1st level (4 slots): Detect magic, Identify, Magic missile, Shield, Thunderwave
  • 2nd level (3 slots): Detect thoughts, Enlarge/Reduce
  • 3rd level (3 slots): Counterspell, Dispel Magic, Fireball
  • 4th level (3 slots): Banishment, Wall of Fire
  • 5th level (2 slots): Immolation, Scrying
  • 6th level (1 slot): Investiture of Flame
  • 7th level (1 slot): Delayed Blast Fireball
  • 8th level (1 slot): Clone
  • 9th level (1 slot): Psychic Scream

Actions

Multiattack. Alquam can use its Frightful Presence. It then makes three attacks: one with its Beak, one with its Tail, and one with its Talons or Wings.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d4 +4) bludgeoning damage.

Talons. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage and the target is grappled and restrained (escape DC 17). Alquam can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can’t be used to attack any other creature.

Wing. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of Alquam's choice that is within 120 feet of them and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Alquam's Frightful Presence for the next 24 hours.


Shadow Fire Breath (Recharge 5-6). Alquam exhales yellow & black, abyssal fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d6) Fire damage and 36 (8d6) Necrotic damage on a failed save, or half as much damage on a successful one.

Change Shape. Alquam magically polymorphs into a humanoid (typically a female shaman) or beast that has a challenge rating no higher than their own, or back into their true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Alquam's choice).

In a new form, Alquam retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Legendary Actions

Alquam 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. Alquam regains spent legendary actions at the start of its turn.

  • Attack. Alquam makes one attack.
  • Move. Alquam flies half its speed without provoking opportunity attacks.
  • Shroud (2 actions). Alquam radiates magical darkness in a 30-foot radius. The darkness lasts until the start of Alquam’s next turn.

Alquam's Lair

Alquam’s lair is an immense tree in the center of a lightless layer of the Abyss. The tree is an ancient, dead snag with a massive, hollow chamber in the rotting trunk

When not in the Abyss, Alquam makes their lair in the tallest, middle tower of the lost library of Lydenmor on the material plane.

Lair Actions

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

  • Alquam snuffs all light sources within the lair. Spells that create light are dispelled, mundane light sources are extinguished, and magical light sources are suppressed. Even light created by artifacts is reduced to dim light with half its normal radius of illumination. This lasts until initiative count 20 on the following round.

  • Haunting, maddening music emanates from a point Alquam can see. Creatures within 50 feet of the origin that can hear the music must make a DC 15 Wisdom saving throw. Those that fail are charmed, incapacitated, and have their speed reduced to 0 until they take damage or until initiative count 20 on the following round.

  • Black tendrils writhe around up to three creatures Alquam can see within 100 feet. The creatures must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the following round

Regional Effects

The region containing Alquam’s lair is warped by the demon lord’s magic, which creates one or more of the following effects:

  • Within 5 miles of the lair all light sources except artifacts shed light to only half the usual radius.

  • Owls and other nocturnal beasts become enraged and hostile within 5 miles of the lair, attacking intruders individually and in swarms.

  • Within 5 miles of the lair, Alquam can cast his senses into any area of dim light or darkness as if using clairvoyance.

If Alquam dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.

If Alquam is banished back to the Abyss from the material plane, the conditions surrounding the lair return to normal over the course of 1d20 hours.