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Homebrew, Ravenloft: Denizens of Darkness (3.5e)

Arak'Sìth CR: 2

Medium fey (shapechanger), lawful evil
Armor Class: 13 (Natural Armor)
Hit Points: 24 (7d8 - 7)
Speed: 30 ft

STR

11 +0

DEX

15 +2

CON

9 -1

INT

17 +3

WIS

13 +1

CHA

12 +1

Saving Throws: Dexterity +4, Wisdom +3
Skills: Arcana +7, Insight +3, Intimidation +3, Investigation +5, Perception +3, & Stealth +7
Damage Resistances: Bludgeoning, Piercing, & Slashing from nonmagical weapons not made of cold iron or silver
Damage Immunities: Fire
Condition Immunities: Charmed
Senses: Darkvision 120', Passive Perception 13
Languages: Sylvan & any four languages
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

The arak'sìth is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The arak'sìth has the following wizard spells prepared

  • Cantrips (at will): Chill Touch, Create Bonfire, Minor Illusion, & Toll the Dead
  • 1st-Level (4 slots): Cause Fear, False Life, & Ray of Sickness
  • 2nd-Level (3 slots): Blindness/Deafness, Ray of Enfeeblement, & Wither & Bloom
  • 3rd-Level (3 slots): Animate Dead, Bestow Curse, & Vampiric Touch


  • Shapechanger. The arak'sìth can use its action to polymorph into non-magical shadow, or back into its true form, which is fey. It can move & sense their surroundings in this form, but can not make melee weapon attacks. They are resistant to all forms of damage in this form. It reverts to its true form if it dies.

    Lucky. If the arak'sìth rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.

    Sunlight Hypersensitivity. The arak'sìth takes 5 (2d4) radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

    Actions

    Multiattack. The arak'sìth makes three melee weapon attacks.

    Rapier. Ranged Melee Attack: +4 to hit, 5' reach, one target. Hit: 6 (1d8 + 2) piercing damage.

    Dagger. Melee Weapon Attack: +4 to hit, 5' reach or 20'/60' throw, one target. Hit: 4 (1d4 + 2) piercing damage.

    Bonus Actions

    Aura of Terror (2/Day). The arak'sìth can project a terrorizing presence. Each creature within 30' of the arak'sìth must succeed on a DC 13 Wisdom saving throw or become stunned until the end of the creature's next turn. If a creature's saving throw is successful or the effect ends for it, it is immune to the arak'sìth's Aura of Fear for the next 24 hours.

    Suggested Environments

    Forest, Hills, Mountains, Subterranean


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