The Order of Shadows: Items
The Order of Shadows: Items
The Order of Shadows: Items
Items
There are many secrets within the
Monastery of Shadows that the monks use
to their advantage. Yet during their tireless
pacing throughout the structure, it is
their blade and censer that never
leave their side.
Smoke Censer
The smoke from the censer
that a monk uses is a
special blend of olfactory
allure and mind-altering
substances. Being
undead, neither are
of any consequence or
concern to the monks. But
any living creature that inhales the censer’s fumes has
the possibility of being transported to a psychological The Litany of Urd and Malthraxis
dimension beyond normal understanding. Inhaling this The monks are aware of the nightwalker,
smoke causes a variety of reactions—from confusion Malthraxis, and its connection to the
and terror to elation and euphoria. Some monks are Monastery of Shadows. Whether the monks
known to interpret the reactions as cryptic messages revere or revile Malthraxis, they understand
from the Negative Plane. it is essentially a cosmic force to be respected
and have found ways to protect themselves
Shadow Blade and their monastery should Malthraxis desire
A monk’s shadow blade is a ritual object sacred to their destruction.
them. These blades are forged within the monastery By inscribing certain fragments of the Litany
using special ore mined on the plateau. Each blade is of Urd on their blades, they have created a
given a name and is chanted over while undergoing the potential way to banish Malthraxis. If enough
annealing process that seals the monk’s soul within it. of the monks gather together and use their
Further incantations from the Litany of Urd imbue the blades to chant the Litany of Urd, they can
blade with necromantic power that is activated when its send Malthraxis back through the portal. But
name is spoken aloud. A cut from a shadow blade is no this practice has never been tested and the
normal thing. Even though the wound knits, the chilling monks hope that day never comes.
ache of it can linger on for months or years.
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Using the Monks in Your Game monks—experts of the Negative Plane. Although they
Although they are written here as an order of monks are undead, the monks are not evil and are able to act
dedicated to a specific monastery and leader, a DM can as guides within the ghastly domain. The monks can
use these shadowy, undead zealots in any way they wish. provide information that can lead to a portal to the
The monks might be led by a powerful necromancer, Negative Plane, and they might also provide a special
a mummy lord, or an elder god that speaks through an potion that when consumed can withstand the life
onyx sphere in a mountain temple. Here are a few ideas draining effects of the Negative Plane for 24 hours. One
for how these monks can show up in your game: of them might also be persuaded to act as a guide. The
monks know this undead creature and they are aware
Return of the Master of the foul ritual that is about to take place.
The monks have cowed a town into submission, and
no one dare speak out against their edicts. Many of the
townsfolk and even the mayor’s own daughter has either
been kidnapped or brainwashed and rumor has it that Shadow Monk
Medium undead
they are being prepared for some mass ritual of undeath
to replenish their ranks. Armor Class 14
As the adventurers get involved, there is an interesting Hit Points 91 (14d8 + 28)
turn of events. On meeting their foes, the monks rejoice. Speed 40 ft.
Apparently, they believe one of the adventurers is their
reincarnated master who they have waited centuries for. STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 13 (+1) 12 (+1) 14 (+2)
They begin preparations at their monastery for an even
bigger festival to prepare the PC to undergo the Ritual Saving Throws Dex +8, Int +5
of Becoming—a process where the character’s life force Skills Perception +9, Stealth +12
is bound into the body of a nightwalker—the greatest of Damage Vulnerabilities radiant
honors among the shadow monks. Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled,
Expedition Into Night paralyzed, petrified, poisoned, prone, restrained
A powerful creature of undeath has captured a celestial Senses darkvision 60 ft., passive Perception 19
Languages understands the languages it knew in life but
being—such as a unicorn, couatl, or ki-rin—and has can’t speak
taken them into the Negative Plane of existence to Challenge 9 (5,000 XP) Proficiency Bonus +4
undergo a foul ritual that drains their life force and
Sunlight Weakness. While in sunlight, the monk has
leaves them a corrupt and twisted monstrosity. The disadvantage on attack rolls, ability checks, and saving throws.
characters are approached by a holy cleric who
Shadow Stealth. While in dim light or darkness, the monk can
pleads with them to help return the creature to
take the Hide action as a bonus action.
their order and back to the Celestial Realm
from where they originated. Ritual Smoke. Any creature within 10 feet of the shadow monk
must succeed on a DC 15 Constitution saving throw to avoid
If they accept the quest, the holy
inhaling the smoke. On a failed save, they are poisoned for 1d4
cleric leads them to a death domain turns and see bewildering visions unless the condition can be
cleric, who then leads them to the removed. Creatures immune to the poisoned condition are
Monastery of Shadows and immune to this mind-altering effect.
its deathless host of
Actions
Multiattack. The monk makes two Shadow Blade attacks and
one Censer attack.
Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) necrotic
damage. Unless the target is immune to necrotic damage, the
target’s Strength score is reduced by 1d4 each time it is hit by
this attack. The target dies if its Strength is reduced to 0. The
reduction lasts until the target finishes a short or long rest. If
a non-evil humanoid dies from this attack, a shadow (see the
Monster Manual) rises from the corpse 1d4 hours later.
Censer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage.
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