Id
Chaos, lies, obfuscation, betrayal
A powerful, malevolent entity wreathed in obscurity and legend, known by extraordinarily few but seen by very many.
Given the colloquial name ‘hat man,’ this figure is an ancient deity of lies and falsifications whose primary activities involve sowing chaos all over the universe, in every corner, behind every closed door, and in every place absent of light.
The figure prefers to manipulate others from behind the scenes in order unfold his chaos. One of its favorite tools for doing so is by tantalizing bloodthirsty warriors with wielding the Darkheart, a sentient sword it created that grants the wielder an array of powerful magic abilities at the cost of eventually (inevitably?) assuming control over the wielder.
The Darkheart suggests the entity’s rule encompasses all chaos, lies, obfuscations, and betrayals.
Id
INT 8 (-1) WIS 25 (+7) CHA 30 (+10)
Power Word: Fall. Id casts the Power Word: Fall spell upon the start of combat.
Force of Evil. Id’s true form is that of a semi-solid, three-dimensional shadow that makes it difficult to argue whether it is actually a tangible being or not. As such, it gains the following traits:
- If it has at least 1 hit point, it regains 20 hit points at the beginning of each of its turns.
- It cannot be affected by spells of 6th-level or lower unless it chooses to be.
- All melee and ranged weapon attacks made against it are done with a disadvantage, regardless of range and other factors, unless it manages to become incapacitated.
- If Id ends its turn in direct sunlight, it takes 30 Radiant damage, immediately disappears, and may choose to reappear in a different location where a shadow is cast.
- Id receives premonitions of danger and, unless incapacitated, cannot be surprised.
- Id’s base walking speed is 0. In lieu of moving, it simply teleports to any shadowed location it is aware of.
Paralyzing Fright. Any creature that ends their turn within 30 feet of Id and is aware of it has to beat a DC 22 Wisdom saving throw or become paralyzed. At the beginning of each of those creatures’ turns, they may repeat the saving throw, ending the effect on a success.
Innate Spellcasting. Id’s innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Id can innately cast the following spells, requiring no material components:
Cold Stare. Magic Weapon Attack: +12 to hit, one target. Hit: 10d8+14 Cold damage. Id’s piercing eyes glare at a single creature it can see within the range and commands eye contact with them, which bites at their soul. Undeads, fiends, and constructs are immune to this effect.
Id 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. Id regains spent legendary actions at the start of its turn.
Mislead. Id casts the Mislead spell.
Shriek (Recharge 5-6). Id wails out a horrible, ear-piercing shockwave. All creatures in a 120-foot radius of it have to beat a DC 20 Wisdom saving throw or take 14d4+25 Thunder damage, or half as much on a success.
Assimilation of the Void (Costs 2 Actions). Id targets one creature it can see within 30 feet of it. That creature has to succeed on a DC 16 Wisdom saving throw or take 5d6+7 Necrotic damage, or half as much on a success. On a failure, that creature is controlled by the DM until the end of the round.