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astral shade

In the process of converting Scales of War.  I’ll be starting my campaign from Garaitha’s Anvil – the 12th adventure in the series – skipping most of the build-up adventures as I have characters who are coming of Tomb of Annihilation and are level 14. 

Similar to many other monsters in 4e this one didn’t have a description or picture to go with it, but I assume the picture on the front of the adventure is the shade.  I took some inspiration from a monster from Lineage 2r for its appearance and attacks.


This creature was clearly a githyanki knight once, or perhaps it has been created to look like one, you can not say.  It burns with astral radiance and is translucent. However, unlike a real githyanki knight, it wields a scythe of energy which it uses to call a cloak of bone – which is not translucent but all too real.  This cloak hovers above the shade’s shoulders and has two boney hooked arms attached at the top of the neckline which, disturbingly, move independently of the shade.  That’s all you glimpse before it becomes entirely invisible.

Large elemental (astral), unaligned
Armour Class 17
Hit Points 305 (29d10 + 145)
Speed 50 ft., fly 50 ft. (hover)

19 (+4) 24 (+7) 21 (+5) 12 (+1) 16 (+3) 13 (+1)

Skills Perception +7, Stealth +11
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Damage Vulnerabilities force
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 17
Languages Gith
Challenge 17 (18,000)

Ephemeral. If the astral shade takes any force damage it loses its damage resistances until the end of its next turn.
Invisibility. The astral shade is invisible.
Scything Cloak. Each time the astral shade moves (including teleporting) it does an extra 9 (2d8) slashing damage until the end of its next turn. If the target is a creature that bleeds, it must succeed on a DC 19 Constitution saving throw or also take 9 (2d8) necrotic damage.

Multiattack. The astral shade makes three astral scythe attacks.
Astral Scythe. Melee Weapon Attack:+10 to hit, reach 5 ft., one target.
Hit 13 (2d8 + 4) radiant damage and the target becomes vulnerable to radiant damage until the end of the astral shades’ next turn. If the astral shade is bloodied, the target is also restrained (a DC 15 Strength saving throw ends this effect. The target can make this save at the end of its turn to end this condition). In addition, a creature struck by the slam must make a DC 17 Strength saving throw. On failure, the creature is pushed 10 feet away from the shade.

Radiant Ray. Ranged Weapon Attack:+13 to hit, range 100 ft., one target.
Hit 20 (3d8 + 7) radiant damage and the target is pushed 5 feet away from the astral shade. If the astral shade is bloodied, the damage increases to 24 (4d8 +7) and the target is pushed back 10 feet. The push can be resisted with a DC 18 Strength ability check.

Wrathful Strike. When damaged by an attack, as a reaction, the astral shade teleports up to 20 feet and makes an astral slam attack or a radiant ray attack.

The astral shade 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 astral shade regains spent legendary actions at the start of his turn.

  • Incandescence. The astral shade may use astral slam or radiant ray. It may only use astral ray in response to a ranged attack.
  • Astral Shockwave (1/Day, or Recharges when the astral shade takes force damage). The astral shade pulses in a ball of force. All creatures within 15 feet of the astral shade take 13 (3d8) force damage and are pushed back 25 feet on a failed DC 21 Dexterity saving throw or half as much damage and only pushed back 15 feet.
  • Radiant Chains (2 Actions). The astral shade releases energy waves in a 15-foot sphere centred on itself. All creatures in that sphere must make a DC 19 Constitution saving throw or take 22 (5d8) radiant damage and become immobilized. A creature can make another saving throw at the end of its turn to end the immobilized condition.

Soulshot – a single-use item that allows the user to maximise a single attack that hits a target.  Treat as a cypher.

Posted in Dungeons & Dragons

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