5e SRD >Creatures >

Shadow of a Doubt

Tiny celestial, neutral evil

Armor Class 13 (natural armor)
Hit Points 10 (4d4)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 10 (+0) 6 (-2) 11 (+0) 12 (+1)

Saving Throws Cha +3
Skills Perception +2
Damage Resistances cold, electricity, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, demoralized, exhaustion, frightened, grappled, paralyzed, restrained
Senses darkvision 120 ft.; passive Perception 12
Languages all
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Aura of Shadowy Doubt. The lurker in darkness projects an aura that darkens the area around it. Within 20 feet all bright light is lowered to dim light and dim light is lowered to darkness. This darkening effect is thwarted by any light-creating spell of 2nd level or higher. If the darkness is unthwarted, any creature within or entering the supernatural darkness has disadvantage on any spell or effect that imposes the demoralized condition. If an affected creature leaves the aura, the disadvantage remains for 1d4 rounds.
  • Ephemeral. The shadow of a doubt can’t wear or carry anything.
  • Innate Spellcasting. The shadow of a doubt’s spellcasting ability is Charisma (spell save DC 11). The shadow of a doubt angel can innately cast the following spells, requiring no material components:
    • At Will: darkness, touch of despair
    • 3/day: crushing despair
  • Magic Resistance. The shadow of a doubt has advantage on saving throws against spells and other magical effects.
  • Shadowy Form. In any illumination other than bright light, a shadow of a doubt blends into the shadows, imposing disadvantage on any attack or spell that requires an attack roll. This disadvantage applies even if the creature has darkvision.

ACTIONS

  • Shadowy Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: (1d6+2) necrotic damage.
  • Shadow Hop. As a bonus action, the shadow of a doubt may teleport to any spot of dim light or darkness within 60 feet, including within the darkness aura it creates.

ABOUT

This dark mote looms in a dim space and leaves you with a sense of unease.

A shadow of a doubt appears and a spherical mote of darkness, the size of a cannon ball, though it is largely insubstantial. It is impossible to see in darkness and is only revealed when bright light is forced upon it.

Borne of Despair. A shadow of a doubt is formed from the concentrated despair and hopelessness pulled from other planes into the shadow plane. Their consciousness is pulled from many people both alive and dead and as such does not have a true personality of its own.

Feeds on Hope. A shadow of a doubt does not need to sleep. Nor does it eat or drink in the traditional sense but enjoys consuming the hopes and aspirations of living creatures. It does so through a slow sapping of such hopes by its presence.

Variant: Shadow of a Doubt Familiar

Insane or black-hearted spellcasters interested in extraplanar familiars find and bend shadows of a doubt to their whims. The shadow of a doubt is a tool to them. It follows the bidding of its master, instilling doubt in their enemies. Such shadows of a doubt have the following trait.

Familiar. The shadow of a doubt can serve another creature as a familiar, forming a telepathic bond with its willing master.

While the two are bonded, the master can sense what the shadows of a doubt senses as long as they are within 1 mile of each other. While the shadow of a doubt is within 10 feet of its master, the master shares its Magic Resistance trait. At any time, if the shadow of a doubt chooses to or finds it is not being fed enough hope, it may end its service as a familiar, ending the telepathic bond.

Section 15: Copyright Notice

GoodHope - Crushing Despair (5E), © 2022, Orphaned Bookworm Productions, LLC, Author: Connor Bates.

This is not the complete section 15 entry - see the full license for this page