Shade Lord

Family: Shade

Medium undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

12 (+1) 17 (+3) 16 (+3) 12 (+1) 16 (+3) 12 (+1)

Saving Throws Con +6, Wis +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses blindsight 60 ft., passive Perception 16
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3


  • Legendary Resistance (2/Day). When the shade lord fails a saving throw, it can choose to succeed instead.
  • Redemption’s Light. When the shade lord takes radiant damage or starts its turn in direct sunlight, it has disadvantage on attack rolls until the end of its next turn.


  • Multiattack. The shade makes two attacks.
  • Sorrow’s Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) psychic damage and the target must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn.
  • Vengeful Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3) necrotic damage and if the target has dealt damage to another creature since the start of its last turn, it must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion.
  • Shadow Corruption (3/Day). A shadowmire shade appears in an occupied space next to a creature the shade lord can see within 30 feet and immediately uses its Shadow Possession to take control of the creature’s shadow. The shade is under the shade lord’s control but acts on its own initiative.
  • Spellcasting. The shade lord casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 14):


  • Shadow Step. While in dim light or darkness, the shade lord can teleport up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.


  • Shared Pain. When the shade lord takes damage, it can force nearby creatures to share its pain. Instead of taking the full damage, the damage is divided between the shade lord and up to three creatures of its choice within 30 feet of it.


The shade lord can take 2 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 shade lord regains spent legendary actions at the start of its turn.

  • Attack.The shade lord makes an attack.
  • Shadow Corruption (Costs 2 Actions). The shade lord uses Shadow Corruption.


When a particularly powerful humanoid, or someone harboring especially strong emotions of bitterness and hatred, dies in the Shadowmire, they may become a shadowmire shade lord. More powerful than its lesser kin, a shade lord retains much of the knowledge and personality it had in life, except that its negative emotions are enhanced to become all-consuming.

Shade lords wield many of the same shadowy powers as a lesser shade, except that they don’t possess other creatures shadows they outright steal them, turning them into new shadowmire shades.

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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