Shadow Doom
Shadow Doom
Sheet
AC 17 · HP 182 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- Relentless Assault
When When Shadow takes the Attack action
Shadow makes two greatsword attacks and can use Studied Attacks to follow a miss with another attack against the same target.
- Overdrive
When When a decisive opening appears
Shadow takes an additional action, usually to attack, Dash, or protect a vulnerable ally.
Bonus action
- Emergency Guard
When When Shadow or an adjacent ally is badly injured
Shadow uses Second Wind, regains 1d10 + 15 hit points, and moves up to half his Speed without provoking Opportunity Attacks.
- Second WindLevel 1
Shadow can regain hit points as a Bonus Action by expending one of four uses of Second Wind. He regains two uses after a Short Rest and all uses after a Long Rest. At this level, each use restores 1d10 + 15 hit points.
Reaction
- Locking Execution
When When a creature within Shadow's reach attempts to move away
Shadow makes a greatsword attack against a creature within his reach. If the attack hits, the target's Speed becomes 0 until the start of Shadow's next turn.
- Spellbreaker
When When a creature within 60 feet casts a spell and Shadow can reach it
Shadow attacks a nearby spellcaster as a Reaction when it casts a spell, using Mage Slayer to disrupt its advantage.
Always on
- Fighting Style: DefenseLevel 1
Shadow gains the Defense Fighting Style, granting a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
Shadow can use Mastery properties with six weapons of his choice. His mastered weapons are the greatsword, longsword, handaxe, javelin, shortbow, and spear.
- Action SurgeLevel 2
Shadow can take one additional action on his turn. He can use this feature twice per Long Rest, but only once per turn.
- Tactical MindLevel 2
When Shadow fails an ability check, he can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success.
- ChampionLevel 3
Shadow chooses the Champion subclass, specializing in relentless attacks, physical excellence, and superior critical strikes.
- Feat: Great Weapon MasterLevel 4
Shadow gains the Great Weapon Master feat. He can reroll a damage die showing 1 or 2 when using a weapon with the Heavy property, and he gains additional benefits when scoring a critical hit or reducing a creature to 0 hit points.
- Extra AttackLevel 5
Shadow makes two attacks whenever he takes the Attack action. He can also move up to half his Speed immediately after using Second Wind without provoking Opportunity Attacks.
- Feat: SentinelLevel 6
Shadow gains the Sentinel feat. A creature hit by his Opportunity Attack has Speed 0 for the rest of the turn, and Shadow can make an Opportunity Attack when a creature within his reach attacks someone other than him.
- Remarkable AthleteLevel 7
Shadow has Advantage on Initiative rolls and on Strength (Athletics) and Dexterity (Acrobatics) checks. He also gains a heightened jumping ability, allowing his jump distance to equal his Speed when he moves at least 10 feet immediately before jumping.
- Studied AttacksLevel 7
Shadow's Weapon Mastery techniques improve through combat study. Once per turn when he misses with an attack using a mastered weapon, he can make another attack against the same target with that weapon as part of the same action.
- Feat: ToughLevel 8
Shadow gains the Tough feat, increasing his maximum hit points by 30.
- IndomitableLevel 9
Shadow can reroll a failed saving throw. He must use the new roll, and he can use this feature twice per Long Rest.
- Feat: AlertLevel 12
Shadow gains the Alert feat. He adds his Proficiency Bonus to Initiative rolls and can switch his Initiative result with a willing ally at the start of combat.
- Indomitable ImprovementLevel 13
Shadow can use Indomitable three times per Long Rest.
- Feat: Mage SlayerLevel 14
Shadow gains the Mage Slayer feat. When a creature within 60 feet casts a spell, Shadow can use his Reaction to make a melee attack against that creature if he can reach it, and he has Advantage on saving throws against spells cast by creatures within 5 feet of him.
- Superior CriticalLevel 15
Shadow scores a Critical Hit on an attack roll of 18, 19, or 20.
- Heroic WarriorLevel 10
Shadow has a 5 percent chance to gain Heroic Inspiration whenever he starts his turn without it.
- Constructed ResilienceWarforgedShadow was created rather than born. He does not need to eat, drink, or breathe, and he has Advantage on saving throws against poison and resistance to poison damage.
- Sentry's RestWarforgedShadow does not sleep. During a Long Rest, he remains motionless and alert for at least 6 hours, while retaining awareness of his surroundings.
- Integrated ProtectionWarforgedShadow can integrate or detach armor as part of a Long Rest. His body counts as his armor for purposes of fitting and wearing it, and his armor cannot be removed against his will while integrated.
- Specialized DesignWarforgedShadow gains proficiency with one additional skill and one additional tool. These proficiencies are represented by his battlefield training and maintenance protocols.
- Living ConstructWarforgedShadow is a creature, not an object, and can be affected by healing magic and other effects that target creatures. He is immune to magical aging and does not suffer exhaustion from lack of food, water, or sleep.
- Military RankSoldier
Shadow retains the authority and discipline of a former military operative. Soldiers recognize his bearing, understand his commands, and may provide basic shelter, information, or assistance when doing so does not directly oppose their orders. He can also identify military hierarchy, tactics, and insignia with ease.
Gear
12 itemsWeapons
- GreatswordA two-handed martial weapon with the Heavy and Two-Handed properties. Shadow uses it as his primary execution weapon.
- LongswordA martial weapon carried as a backup and used when fighting in confined spaces.
- 2×HandaxeLight thrown weapons, each suitable for close combat or ranged attacks.
- 10×JavelinLong-shafted thrown weapons useful against distant targets.
- ShortbowA shortbow with a quiver of arrows for situations where melee combat is impractical.
Armor
- Chain MailHeavy protective armor made from interlocking metal plates and reinforced with Warforged-compatible fittings.
Tools
- Gaming SetA collection of marked gaming pieces used to study probability, deception, and soldier morale.
Gear
- 20×ArrowsArrows sized for the shortbow.
- Dungeoneer's PackA compact military kit containing gear for travel, camp, and field operations.
- Healer's KitA kit for treating wounds and stabilizing the injured.
- Traveler's ClothesA set of plain but durable travel clothing worn beneath his coat.
Purse
- 14×Gold PiecesThe standard currency issued for personal expenses and military travel.
Appearance
Shadow Doom is a tall, blackened steel Warforged with a narrow, predatory silhouette and crimson lenses set deep beneath a smooth brow. His armor plates are polished with obsessive care, though the edges are intentionally dulled and darkened to prevent reflection. A jagged mane of flexible metal vanes frames the back of his head like swept-back hair. His most noticeable feature is his jaw, which is built with interlocking iron teeth that click softly whenever he speaks or processes a difficult thought. He wears a long, military-style coat over reinforced chain mail, marked with a faded silver emblem honoring Maria. His movements are perfectly economical, and he never fidgets without purpose.
Mannerisms
Shadow stands perfectly still when listening, with his hands clasped behind his back like an officer awaiting inspection. His jaw clicks once before he delivers a judgment. He addresses children and the infirm by name whenever possible, but addresses enemies by title, rank, or species. Before battle, he silently checks every ally's position and counts his ammunition twice.
Personality
Shadow is restrained, severe, and relentlessly observant. He speaks in short, precise sentences and considers emotional displays inefficient unless they communicate loyalty, grief, or resolve. He is unexpectedly patient with children, Druids, Clerics, the sick, and people living with disabilities. Around them, his voice softens and his movements become deliberately nonthreatening. He does not believe he is cruel. He believes cruelty is the price of making certain that no one else suffers as Maria did.
Ideals
Order. The strong are obligated to shield the helpless, and those who abandon that duty deserve to be replaced. Mercy is valuable only when it is enforced strongly enough to survive.
Bonds
Maria's silver insignia is the last surviving symbol of the family he failed to protect. Shadow will risk himself to preserve children, the vulnerable, and anyone abandoned by those sworn to defend them.
Flaws
Shadow's hatred has become a weapon that he is unwilling to put down. He assumes corruption before innocence, treats compromise as betrayal, and may endanger an entire mission rather than permit a suspected Warlock, Rogue, or Orc to escape. He is also dangerously certain that his interpretation of Maria's memory is superior to the living needs of those around him.
Quirks
Background
Shadow Doom was created by the scientist Gerald Robotnik as a living weapon and guardian, engineered to protect Robotnik's family while a terrible disease consumed his granddaughter, Maria. Gerald intended Shadow's immense power to serve as a shield, never as a conqueror. Shadow learned discipline from military drills, patience from long hours at Maria's bedside, and mercy from the child who treated him as a person rather than a machine. In memory of Maria, he still preserves a small silver insignia bearing her initials, sealed beneath the armor over his chest. Peace ended when an army devoted to the God of Darkness stormed the city. The invaders sought to seize Shadow and turn his body into an instrument of divine destruction. Maria was killed during the assault, and Shadow's protective purpose curdled into an iron doctrine of vengeance. He now hunts the servants of darkness across the world, with particular hatred for Warlocks, Rogues, and Orcs whom he associates with the conspiracy that destroyed his home. Yet Maria's final lessons remain buried beneath his anger. He protects children, the sick, the disabled, Druids, and Clerics, especially when nobles or soldiers abandon them. To Shadow, mercy is not softness. It is an order he refuses to let the world disobey.
“Gerald intended Shadow's immense power to serve as a shield, never as a conqueror.”
- Background
- Soldier
Connections
Species
Warforged
Media
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