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The Shadow Summoner
P
lunge your foes into the shadows of despair.
After forging an unbreakable contract with a
Devil, you have learned to manifest infernal
beings into the world through your shadow,
summoning powerful fiends called Shadow
Beasts. You must then tame the creature before
it will obey your commands.
Class Features
As a Shadow Summoner, you gain the following class
features. Shadow Beasts
Hit Points At 1st level, after forging your unbreakable contract, you have
Hit Dice: 1d8 per Shadow Summoner Level learned how to summon a fiendish creature into the world
called a Shadow Beast. You've been granted a single tamed
Hit Points at 1st Level: 8 + Constitution modifier Shadow Beast called the Penumbral Panthera, whose
essence can be manifested from your shadow in order to
Hit Points at Higher Levels: 1d8 + Constitution modifier plunge your enemies into the depths of despair.
As an action, you can make the Somatic gesture and Verbal
Proficiencies command to invoke the number of Contract Clauses required
Weapons: Simple Weapons, Martial Weapons to manifest the essence of a tamed Shadow Beast through
your shadow. They appear in an unoccupied space within
Saving Throws: Dexterity, Intelligence reach. The Somatic gesture is a shadow puppet that
resemble the Shadow Beast and requires both hands to be
Skills: Choose two from Acrobatics, History, Investigation, empty. The Verbal command is the Shadow Beasts name,
Perception, Sleight of Hand and Stealth which you learn as you level up or if investigated in game.
In combat, the Shadow Beast shares your proficiency
Languages: You can speak, read and write in Infernal bonus and initiative count but take their turn immediately
after yours and can be commanded with an action. It can
Contract Clauses move and use its reaction on its own, but the only action it
After forging your unbreakable contract, your contract holder takes on its turn is the Dodge action unless commanded
has issued you Contract Clauses, which can be invoked in otherwise. That action can be one in its stat block or some
order to summon Shadow Beasts and use other powerful other action or objective. If you are incapacitated, it can take
abilities. With each Contract Clause you invoke, your essence any action of its choice. It is friendly to you and your
becomes closer and closer to that of a Fiend than Humanoid. companions and remains until it is reduced to 0 hit points,
You regain Contract Clauses at the end of a long rest. until you summon another Shadow Beast, until you dismiss it
with a bonus action or until you die.
Fiendish Essence Stat blocks for all Shadow Beasts can be found on page 4.
At 1st level, your fiendish essence bolsters your defenses. Fiendish Sense
While you are not wearing armor or wielding a shield, your
AC equals 10 + Dexterity modifier + Intelligence modifier. At 2nd level, you have gained Blindsight with a range of 10
feet. Within that range, you can effectively see anything that
Shadow Arts: Strike isn't behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range,
At 1st level, since summoning Shadow Beasts always unless the creature successfully hides from you.
requires both hands to be free, you cannot always rely on
weaponry during combat. As a Shadow Summoner, you can Submersible Shadow
use your fiendish essence to enhance your hand-to-hand
combat skills to defeat your foes or untamed Shadow Beasts. At 2nd level, as a bonus action, you can completely submerge
You gain the following benefits while unarmed and you yourself or an object into your shadow, allowing you to hide
aren't wearing armor or wielding a shield: or store the object for easy access later. Submerging yourself
is the equivalent of taking the Hide action and you can move
You can use Dexterity instead of Strength for the attack up to half your movement speed while submerged. The
and damage rolls of your unarmed strikes. volume of the inside of your shadow is equal to twice your
You can roll a d4 in place of the normal damage of your size. You cannot enter your shadow if there is not enough
unarmed strike. This die changes as you level up, shown space and if the capacity is reached, you are forced out of
in the Shadow Arts column of the Class Features table. your shadow. The inside of your shadow is like a thick pool of
When you make an unarmed strike on your turn, you can black water and is completely opaque, preventing you from
make an additional unarmed strike as a bonus action. seeing through it without sticking your head out.
2
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Banishing Shadow
Manifestation Ritual At 8th level, as your fiendish essence has continued to
manifest, you have learned how to use your shadow as a
Starting at 3rd level, you have reached a contingency within portal to your contract holders fiendish domain. As an action,
your unbreakable contract that allows you the opportunity to you can invoke 2 Contract Clauses and cast Banishment on a
tame additional Shadow Beasts through a combat rite. creature within reach 5 feet and force it to make Intelligence
In order to tame a Shadow Beast, you must subdue the saving throw. Upon failure, the creature is forced deep into
fiend during a combat rite called the Manifestation Ritual. To your shadow and the spells normal effects take place.
participate in the ritual, as an action, you can summon the
absolute manifestation of an Shadow Beast's essence, their Fiendish Sight
Totality, with the corresponding hand gesture and command
word. Once the untamed Totality manifests from your At 10th level, as your essence has continued to inch closer to
shadow, all creatures within 30ft of you become marked as fiend, your Blindsights range has increased to 30 feet and you
participants and the Manifestation Ritual begins. The Totality can see through both magical and nonmagical darkness.
is hostile to all creatures and the marked participants must
subdue or defeat the Shadow Beast to complete the ritual. Shadow Arts: Shadow Strike
Upon completion, the Shadow Beast's essence becomes At 11th level, whenever you hit a creature with an unarmed
tamed and can be summoned by invoking Contact Clauses. strike, you can roll an additional 1d8 Necrotic damage.
You can summon a tamed Shadow Beast to aid you.
The Manifestation Ritual fails if the Totality is defeated by Shadow of Despair
any non-participant or if you are incapacitated, in which case
the Totality will continue to rampaged for 1 minute or until it At 12th level, as an action, you can invoke 3 Contract Clauses
is defeated. The ritual can be ended with an action. to expand the volume of your shadow around you in attempt
Shadow Beasts use their Totality stat block during the to submerge creatures into it. Creatures within 10ft must
ritual. Once tamed, the Shadow Beast uses the Essence state beat a DC 16 + PB Dexterity saving throw or be submerged.
block. You can begin the Manifestation Ritual with any known Submerged creatures suffer the combined weight of every
Shadow Beast at any time, however, only Shadow Beasts creature or object within the shadow, causing encumbrance
equal to your level can be tamed upon completion. and disadvantage on Dexterity and Strength saving throws.
You can tame additional Shadow Beasts at 5th, 7th, 9th You can choose to submerge yourself and target submerged
and 11th level. More information can be found on page 4. creatures or move up to half your movement speed over your
shadows surface without falling in. Submerged creatures can
Shadow Arts: Obedience use their action to make a Strength saving throw to attempt
to escape but will begin to suffocate after 10 minute.
At 3rd level, when you use an action to make a command on Maintaining Shadow of Despair requires Concentration.
your turn, you can make an unarmed strike as a bonus action.
Fiendish Resistance
Ensnaring Shadow At 13th level, it has become difficult to distinguish your
At 4th level, as an action, you can invoke a Contact Clause to essence from that of a Devil, you gain resistance to Necrotic
submerge a creature into your shadow. Unwilling creatures damage and your hit point maximum can't be reduced.
must beat a DC 14 + PB Dexterity saving throw or fall into
your shadow. Submerged creatures can use their action to Totality
make a Strength saving throw in order to attempt to escape
your shadow but will begin to suffocate after 10 minute. Starting at 14th level, you have reached a contingency within
Maintaining Ensnaring Shadow requires Concentration. your contract that allows you the opportunity to tame the
absolute manifestation of a Shadow Beast's essence, their
Extra Attack Totality, through the Manifestation Ritual. As an action, you
At 5th level, you can attack twice, instead of once, whenever can invoke a number of Contract Clauses to summon the
you take the Attack action on your turn. Totality and begin the Manifestation Ritual.
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Hellcrux Vulpes Penumbral Striga
Small Fiend, Chaotic Evil Large Fiend, Lawful Evil
Armor Class 14 + Proficiency Bonus (natural armor) Armor Class 13 + Proficiency Bonus (natural armor)
Hit Points 5 + 3 times your Shadow Summoner level Hit Points 5 + 3 times your Shadow Summoner level
Speed 30 ft. Speed 5 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 7 (-2) 15 (+2) 15 (+2) 12 (+1) 12 (+1) 14 (+2) 7 (-2)
Skills Acrobatics +5, Arcana +5 Skills Acrobatics +3, Perception +4, Stealth +3
Senses Passive Perception 11 Senses Darkvision 60ft., Passive Perception 16
Languages Understands the languages you speak Languages Understands the languages you speak
Shadow Resistance. You and the Hellcrux Vulpes Silent Wind. Penumbral Striga is so fast and quiet
have advantage on saving throws against spells and that when it moves, either alone or when holding
other magical effects. another creature, it does not provoke attacks of
opportunity.
Evasion. When Hellcrux Vulpes is subjected to an
effect that allows it to make a Dexterity saving Keen Vision. The Penumbral Striga has advantage on
throw to take only half damage, it instead take no Wisdom (Perception) checks that rely on vision.
damage on success, and only half on failure.
Actions
Actions Icy Wind. Ranged Spell Attack: DC 13 + PB Dexterity
Fire Bolt. Ranged Spell Attack: +4 + PB to hit, reach saving throw, reach 15ft cone. Fail 1d6 + PB Ice
60 ft., one target. Hit 2d6 + 4 + PB Fire damage. damage and speed is reduced by 10 ft. until your
next turn or half the damage on a success.
Flame Orb (3 Charges). Ranged Spell Attack: DC 13 +
PB Dexterity saving throw, reach 30 ft., 10 ft Fly By. Penumbral Striga can attempt to pick up one
circle. Fail 2d6 + PB Fire damage or half the creature and move it up to it's movement speed
damage on a success. in any direction before letting go. Unwilling
creatures must succeed a DC 13 + PB Strength
Contract Clause (1) saving throw or be forcefully moved up to half of
By Invoking 1 Contract Clause, you can summon the Penumbral Striga's movement speed.
Hellcrux Vulpes, a three-tailed black and red fox that
uses Fire magic to target foes at range or shoots 1
Contract Clause (2)
of the 3 flaming orbs hovering around it's body to By Invoking 2 Contract Clauses, you can summon
create a fiery explosion. Once all 3 orbs are used, the Penumbral Striga, a giant white owl that uses it's
they cannot be used again until the Hellcrux Vulpes powerful and quiet wings to pester and slow
is summoned again. enemies at range with Ice attacks or to quickly
scoop up creatures with it's giant claws to
Manifestation Ritual reposition them.
At 3rd level, the Hellcrux Vulpes can be tamed with
the Manifestation Ritual. Manifestation Ritual
At 5th level, the Penumbral Striga can be tamed
Amalgamation with the Manifestation Ritual.
Starting at 9th level, the Hellcrux Vulpes's essence
can be fused with a summoned Shadow Beast. By
Amalgamation
invoking 1 Contract Clauses, Hellcrux Vulpes grants Starting at 9th level, the Penumbral Striga's essence
the summoned Shadow Beast Shadow Resistance. can be fused with a summoned Shadow Beast.
Invoking 2 Contract Clauses, Penumbral Striga
Totality: Kitsune grants the summoned Shadow Beast Silent Wind.
Starting at 14th level, Hellcrux Vulpes's absolute
manifestation can be tamed with the Manifestation Totality: Noctua
Ritual. Details can be found on page 10. Starting at 16th level, Penumbral Striga's absolute
manifestation can be tamed with the Manifestation
Ritual. Details can be found on page 10.
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Custos Ozoa Portent Lepus
Medium Fiend, Chaotic Evil Small Fiend, Neutral Evil
Armor Class 13 + Proficiency Bonus (natural armor) Armor Class 15 + Proficiency Bonus (natural armor)
Hit Points 5 + 7 times your Shadow Summoner level Hit Points 5 + 2 times your Shadow Summoner level
Speed 20 ft., swim 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 20 (+5) 10 (+0) 10 (+0) 7 (-2) 8 (-1) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 16 (+3)
Safe Harbor. Custos Ozoa can occupy the same Shadow Dash. Whenever you and Portent Lepus use
space as any friendly creature, granting them half your action to Dash, you do not provoke attacks of
cover for the duration. opportunity and gain 10 feet to your dashing speed.
Electrified. Whenever an unfriendly creature makes Distraction. If Portent Lepus runs at least 30 feet in a
contact with Custos Ozoa's, they take 1d6 straight line towards a creature until just outside
Lightning damage. their reach, they have disadvantage on attack rolls
against creatures other than Portent Lepus that turn.
Actions
Shocking Tendril. Melee Weapon Attack: +2 + PB to Actions.
hit, reach 5 ft., one target. Hit: 1d6 + PB Bite. Melee Weapon Attack: -1 + PB to hit, reach 5
Lightning damage and the target can't take ft., one target. Hit: 1d6 - 1 + PB Piercing damage.
reactions until the start of its next turn.
Avoidance. Reaction: If Portent Lepus is subjected to
Protect. Reaction: When a friendly creature within an effect that allows it to make a Dexterity saving
20 ft. is about to take damage, Custos Ozoa throw to take only half damage, it can use it's
moves between them and the source of the reaction to instead take no damage on success,
damage, taking all the damage instead. and only half on failure.
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Bottomless Annelid Antumbral Parallel
Small Fiend, Chaotic Evil Medium Fiend, Neutral Evil
Armor Class 11 + Proficiency Bonus (natural armor) Armor Class 12 + Proficiency Bonus (natural armor)
Hit Points 5 + 2 times your Shadow Summoner level Hit Points 5 + 3 times your Shadow Summoner level
Speed 5 ft., fly 20ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 14 (+2) 12 (+2) 8 (-1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)
Symbiotic Shadow. Whenever you or Bottomless One Shadow. You can submerge yourself into your
Annelid deal damage, roll a 1d4 + PB. You and shadow with a bonus action and reemerge at
Bottomless Annelid recover Hit Points equal to the Antumbral Parallel's location and friendly creatures
total rolled. occupying the same space as Antumbral Parallel can
submerge themselves into it with an action and
Host Seeker. Whenever Bottomless Annelid is within reemerge at your location.
5 ft. of another creature, it attempts to attach to the
potential host. Unwilling creatures must beat a 13 + Shadow Mimic. Antumbral Parallel attempts to stay
PB Dexterity saving throw or Bottomless Annelid hidden at all times by mimicking shadows, allowing
attaches to the creature. Bottomless Annelid can be it to occupy the same space as another creature.
removed by a contested grapple check. While mimicking a creatures shadow, Antumbral
Parallel has advantage on Dexterity (Stealth) checks.
Actions
Leech. As an action, Bottomless Annelid can drain
Actions
1d6 + PB Hit Points from it's host and recover Mimic Strike. Melee Weapon Attack: +1 + PB to hit,
the total rolled to it's own Hit Points. reach 5 ft., one target. Hit: 1d6 + 1 + PB
Bludgeoning damage.
Blood Absorption. Reaction: As a reaction to
detecting blood being spilled within 20ft, Your Shadow. Reaction: When Antumbral Parallel
Bottomless Annelid can use it's reaction to heal occupies the same space as another creature and
half the damage dealt to itself or to it's host. mimics their shadow, as a reaction to the creature
getting hit by an attack roll, it can quickly
Contract Clause (3) submerge them within itself to halve the damage.
By Invoking 3 Contract Clauses, you can summon
the Bottomless Annelid, a fiendish, blood starved
Contract Clause (3)
leech that latches onto it's host in order to heal a By Invoking 3 Contract Clauses, you can summon
wounded ally or to satiate it's bottomless hunger. the Antumbral Parallel, a timid, ethereal creature
that attempts to hide itself by mimicking the
Manifestation Ritual shadows of other creatures and submerges them
At 7th level, Bottomless Annelid can be tamed with within itself to protect them and allows you to
the Manifestation Ritual. teleport to it's location.
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Ceaseless Ceros Apocalyptic Sapien
Huge Fiend, Chaotic Evil
Large Fiend, Lawful Evil
Armor Class 13 + Proficiency Bonus (natural armor)
Armor Class 16 + Proficiency Bonus (natural armor) Hit Points 5 + 7 times your Shadow Summoner level
Hit Points 5 + 5 times your Shadow Summoner level Speed 30 ft.
Speed 20 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 20 (+5) 17 (+3) 5 (-3) 5 (-3)
20 (+5) 12 (+1) 16 (+3) 8 (-1) 8 (-1) 8 (-1)
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Totality: Shadow Beasts
Summoning the absolute manifestation of a Shadow Beast's
essence, their Totality, requires a more Contract Clauses than Contra Wolves: Lycan
it would to just summon the fiends normal essence. Totality's Large Fiend, Unaligned
are often larger and more powerful versions of the Essence,
complete with more terrefying and fiendish characteristics. Armor Class 14 + Proficiency Bonus (natural armor)
Hit Points 5 + 5 times your Shadow Summoner level
Speed 40 ft.
Umbral Panthera: STR DEX CON INT WIS CHA
9
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Hellcrux Vulpes: Penumbral Striga:
Kitsune Noctua
Medium Fiend, Chaotic Evil Huge Fiend, Lawful Evil
Armor Class 15 + Proficiency Bonus (natural armor) Armor Class 14 + Proficiency Bonus (natural armor)
Hit Points 5 + 4 times your Shadow Summoner level Hit Points 5 + 4 times your Shadow Summoner level
Speed 40 ft. Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 18 (+4) 14 (+2) 20 (+5) 14 (+2) 7 (-2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 20 (+5) 7 (-2)
Skills Acrobatics +7, Arcana +7 Skills Acrobatics +6, Perception +5, Stealth +4
Senses Passive Perception 12 Senses Darkvision 120ft., Passive Perception 20
Languages Understands the languages you speak Languages Understands the languages you speak
Shadow Resistance. You and Totality: Kitsune have Silent Wind. Totality: Noctua is so fast and quiet that
advantage on saving throws against spells and other when it moves, either alone or when holding
magical effects. another creature, it does not provoke attacks of
opportunity.
Evasion. When Totality: Kitsune is subjected to an
effect that allows it to make a Dexterity saving Keen Vision. Totality: Noctua has advantage on
throw to take only half damage, you instead take no Wisdom (Perception) checks that rely on vision.
damage on success, and only half on failure.
Shadow Link You have a telepathic connection to
Fire Bomb. Totality: Kitsune can use as many charges Totality: Noctua, allowing you to command it no
as it wants when using Flame Orb, allowing it to hurl matter how far away it is.
up to 3 Flame Orbs at once.
Actions
Actions Shadow Sight (3 Charges.) Totality: Noctua allows
Flame Wisp (1 Charge). Totality: Kitsune channels a you to see through it's eyes for 1 minute. During
wisp of flames at each of it's nine tails. The Flame this time, you are deaf and blind with regard to
Wisps then seek out and target a hostile creature your own senses but can still command Totality:
within 90 ft, each dealing 1d6 Fire damage on hit. Noctua with an action.
One creature can be hit by multiple Flame Wisps.
Icy Wind. Ranged Spell Attack: DC 15 + PB Dexterity
Fire Bolt. Ranged Spell Attack: +5 + PB to hit, reach saving throw, reach 30ft cone. Fail 2d6 + PB Ice
120 ft., one target. Hit 2d6 + 5 + PB Fire damage. damage and speed is reduced by 15 ft. until your
next turn or half the damage on a success.
Flame Orb (3 Charges). Ranged Spell Attack: DC 15 +
PB Dexterity saving throw, reach 60 ft., 10 ft Fly By. Totality: Noctua can attempt to pick up one
circle. Fail 2d6 + PB Fire damage or half the creature and move it up to it's movement speed
damage on a success. Totality: Kitsune can hurl as in any direction before letting go. Unwilling
many orbs as it wants as an action. Doing so creatures must succeed a DC 15 + PB Strength
increases the damage saving throw or be forcefully moved up to half of
Totality: Noctua's movement speed.
Contract Clause (4)
By Invoking 4 Contract Clauses, you can summon Contract Clause (5)
Hellcrux Vulpes' Totality: Kitsune, the strongest By Invoking 5 Contract Clauses, you can summon
ranged Shadow Beast. It's appearance resembles Penumbral Striga's Totality: Noctua, the most
that of a nine-tailed fox spirit. perceptive Shadow Beast. It's appearance resembles
that of a ghostly white giant owl.
Manifestation Ritual
At 14th level, Totality: Kitsune can be tamed with Manifestation Ritual
the Manifestation Ritual. At 16th level, Totality: Noctua can be tamed with
the Manifestation Ritual.
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Portent Lepus: Brood
Custos Ozoa: Harbor Small Fiend, Neutral Evil
Large Fiend, Chaotic Evil
Armor Class 16 + Proficiency Bonus (natural armor)
Hit Points 5 + 3 times your Shadow Summoner level
Armor Class 14 + Proficiency Bonus (natural armor)
Speed 60 ft.
Hit Points 5 + 8 times your Shadow Summoner level
Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 12 (+1) 10 (+0) 10 (+0) 20 (+5)
16 (+3) 16 (+3) 22 (+6) 10 (+0) 12 (+1) 7 (-2)
Skills Acrobatics +6, Performance +5, Stealth +3
Senses Passive Perception 11
Damage Immunities Lightning
Languages Understands the languages you speak
Senses Blindsense 20 ft., Passive Perception 11
Languages Understands the languages you speak
Shadow Dash. Whenever you and Totality: Brood use
your action to Dash, you do not provoke attacks of
Safe Harbor. Totality: Harbor can occupy the same
opportunity and gain 30 feet to your dashing speed.
space as any friendly creature, granting them half
cover for the duration. Distraction. If Totality: Brood runs at least 30 feet in
a straight line towards a creature until just outside
Electrified. Whenever an unfriendly creature makes
their reach, they have disadvantage on attack rolls
contact with Totality: Harbor, they take 2d6
against creatures other than it that turn.
Lightning damage.
Shadow Brood. Alongside Totality: Brood,
Lightning Resistance. Whenever a friendly creature
summoning this fiend manifests a family of 3
occupies the same space as Totality: Harbor, they
shadow rabbits that occupy the same space, moving
are granted Lightning Resistance for the duration.
and acting as one. Each time a creature targets
Actions Totality: Brood, roll a d20 to determine whether the
attack instead hits one of it's shadow rabbits
Electric Harbor (1 Charge). Totality: Harbor uses it's instead. If it has 3 shadow rabbits, you must roll a 6
entire body to create an electrified safe haven for or higher to change the attack's target to a shadow
any creature that occupies the same space for 30 rabbit. With 2, you must roll an 8 or higher. With 1,
seconds. While inside the Electric Harbor, all you must roll an 11 or higher. Shadow Rabbits share
creatures are granted full cover and deal an Totality: Brood's AC and are destroyed on hit.
additional 1d6 Lightning damage whenever they
deal damage. Totality: Harbor cannot move or act Actions.
while Electric Harbor is in effect.
Bunny Charm. Totality: Brood can send 1 shadow
Shocking Tendril. Melee Weapon Attack: +3 + PB to rabbit into the arms of a hostile creature. That
hit, reach 10 ft., one target. Hit: 2d6 + PB creature must beat a DC 15 + PB Wisdom saving
Lightning damage and the target can't take throw. If it fails, it is charmed by Totality: Brood
reactions until the start of its next turn. for 30 seconds and must hold and pet the
Protect. Reaction: When a friendly creature within shadow rabbit. To put down the shadow rabbit,
the charmed creature must use it's action to
20 ft. is about to take damage, Totality: Harbor
make another Wisdom saving throw. Once set
moves between them and the source of the
damage, taking all the damage instead. down, the shadow rabbit is destroyed. The effect
ends if target is hit by a friendly creature.
Contract Clause (6) Bite. Melee Weapon Attack: +1 + PB to hit, reach 5
By Invoking 6 Contract Clauses, you can summon ft., one target. Hit: 2d6 +1 + PB Piercing damage.
Custos Ozoa's Totality: Harbor, the most protective Avoidance. Reaction: If Totality: Brood is subjected
Shadow Beast. It's appearance resembles that of a to an effect that allows it to make a Dexterity
giant, ghostly white box jellyfish. saving throw to take only half damage, it can use
it's reaction to instead take no damage on
Manifestation Ritual success, and only half on failure.
At 16th level, Totality: Harbor can be tamed with
the Manifestation Ritual. Contract Clause (5)
By Invoking 5 Contract Clauses, you can summon
Portent Lepus's Totality: Brood, the fastest Shadow
Beast. It is a family of 4 shadow rabbits.
Manifestation Ritual
At 16th level, Totality: Brood can be tamed with the
Manifestation Ritual.
11
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Bottomless Annelid: Antumbral Parallel:
Parasite Mimic
Small Fiend, Chaotic Evil Medium Fiend, Neutral Evil
Armor Class 12 + Proficiency Bonus (natural armor) Armor Class 13 + Proficiency Bonus (natural armor)
Hit Points 5 + 3 times your Shadow Summoner level Hit Points 5 + 4 times your Shadow Summoner level
Speed 5 ft., fly 20ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 12 (+1) 16 (+3) 16 (+3) 8 (-1) 13 (+3) 13 (+3) 13 (+3) 13 (+3) 13 (+3) 13 (+3)
Symbiotic Shadow. Whenever you or Bottomless One Shadow. You can submerge yourself into your
Annelid deal damage, roll a 1d4. You and shadow with a bonus action and reemerge at
Bottomless Annelid recover Hit Points equal to the Totality: Mimic's location and friendly creatures
total rolled. occupying the same space as Totality: Mimic can
submerge themselves into it with an action and
Host Seeker. Whenever Bottomless Annelid is within reemerge at your location.
5 ft. of another creature, it attempts to attach to the
potential host. Unwilling creatures must beat a 13 + Shadow Mimic. Totality: Mimic attempts to stay
PB Dexterity saving throw or Bottomless Annelid hidden at all times by mimicking shadows, allowing
attaches to the creature. Bottomless Annelid can be it to occupy the same space as another creature.
removed by a contested grapple check. While mimicking a creatures shadow, it has
advantage on Dexterity (Stealth) checks.
Parasite. While attached to a hostile host, they take
1d6 + PB Poison damage at the end of their turn. Mirror Mimic. When Totality: Mimic is mimicking a
friendly creatures shadow and that creature lands a
Actions melee weapon attack, Totality: Mimic can
Poisonous Bite. Melee Weapon Attack: +4 + PB to immediately make a Mimic Strike against the same
hit, reach 5ft., one target. Hit: 1d6 + PB Poison target once per turn.
damage and the target is poisoned until the end
of their next turn. Actions
Shadow Swap (Charges 3). Totality: Mimic can
Leech. As an action, Bottomless Annelid can drain
attempt to swap the locations of two creatures
2d6 + PB Hit Points from it's host and recover
within 60ft. Unwilling creatures must beat a DC
the total rolled to it's own Hit Points.
16 + PB Wisdom saving throw or is swapped.
Blood Absorption. Reaction: As a reaction to
Mimic Strike. Melee Weapon Attack: +2 + PB to hit,
detecting blood being spilled within 20ft,
reach 5 ft., one target. Hit: 2d6 + 2 + PB
Bottomless Annelid can use it's reaction to heal
Bludgeoning damage.
half the damage dealt to itself or to it's host.
Your Shadow. Reaction: When Totality: Mimic
Contract Clause (6) occupies the same space as another creature and
By Invoking 6 Contract Clauses, you can summon mimics their shadow, as a reaction to the creature
the Bottomless Annelid's Totality: Parasite. It's getting hit by an attack roll, it can quickly
appearance is a more grotesque leech. submerge them within itself to halve the damage.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ceaseless Ceros: Titan Apocalyptic Sapien:
Huge Fiend, Lawful Evil Apex
Gargantuan Fiend, Chaotic Evil
Armor Class 17 + Proficiency Bonus (natural armor)
Hit Points 5 + 4 times your Shadow Summoner level
Speed 20 ft. Armor Class 15 + Proficiency Bonus (natural armor)
Hit Points 5 + 7 times your Shadow Summoner level
STR DEX CON INT WIS CHA Speed 50 ft.
22 (+6) 12 (+1) 16 (+3) 8 (-1) 8 (-1) 8 (-1) STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 20 (+5) 18 (+4) 5 (-3) 5 (-3)
Damage Immunities Bludgeoning, Slashing, Piercing
Skills Athletics +14
Skills Acrobatics +8, Athletics +8
Senses Passive Perception 9
Senses Passive Perception 7
Languages Understands the languages you speak
Languages Understands the languages you speak
Ceaseless. You and Totality: Titan don't spend extra
Shadow Rage. You and Totality: Apex have advantage
movement on difficult terrain.
on Strength checks and Strength saving throws and
Heavily Armored. Totality: Titan uses it's Strength have resistance to bludgeoning, piercing and
modifier to determine it's Armor Class. slashing damage.
Blunt Force. Totality: Titan is immune to Fear Aura. Any creature hostile that starts its turn
Bludgeoning, Slashing and Piercing damage. within 20 feet of Totality: Apex must beat a DC 17
+ PB Wisdom saving throw. On a failed save, the
Actions creature is frightened until the start of its next turn.
Titanic Defense (2 Charges). Totality: Titan plants it's Unyielding Rage. When Totality: Apex is commanded
feet firmly into the ground becoming an to attack a target, it loses sight of it's surroundings
immovable object until the end of it's next turn. and your companions could get caught in Totality:
While planted, it cannot move or be moved and Apex viscous attacks.
all damage received it is reduced by half.
Legendary Resistance (1/D): If Totality: Apex fails a
Horns. Melee Weapon Attack: +6 + PB to hit, reach saving throw, it can choose to succeed instead.
5 ft., one target. Hit 2d6 + 6 + PB Piercing
damage. Actions
Charge. Totality: Titan becomes an unstoppable Multiattack. Totality: Apex makes three attacks: two
force by using all 20 ft. of it's movement speed to Shadow Strikes and one Tail Swipe.
run in a straight line, pushing all creatures within
Shadow Strike. Melee Weapon Attack: +4 + 4 + PB
reach 5 ft. away from it and must succeed a DC
to hit, reach 10 ft., one target. Hit: 2d6 + 4 + PB
16 + PB Dexterity saving throw or be knocked
Necrotic damage.
prone. At the end of it's charge, it can make a
Horn attack as a bonus action. Tail Swipe. Melee Weapon Attack: +4 + 4 + PB to hit,
15 ft. cone. Hit: 1d6 + PB Necrotic damage and
Contract Clause (7) must beat a DC 16 + PB Dexterity saving throw or
By Invoking 7 Contract Clauses, you can summon be knocked prone.
Ceaseless Ceros's Totality: Titan, the most resilient Grap and Throw. Totality: Apex attempts to grapple
Shadow Beast. It's appearance is that of a hulking, one creature no bigger than Large within reach.
heavily armored shadow rhinoceros. Roll a Strength (Athletics) check contested by the
target’s Strength (Athletics) or Dexterity
Manifestation Ritual (Acrobatics) check (the target chooses the ability
At 18th level, Totality: Titan can be tamed with the to use). If you succeed, the target is grappled.
Manifestation Ritual. Once grappled, as a bonus action, Totality: Apex
can hurl the creature 60 ft. in any direction.
13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Created by Maxwell Chase
This is a work in progress. All features and abilities are subject to change.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.