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Legacy D&D 9 min read

The World of Shadow Darkness, Part 2

By Sunglar • • 0 Comments

Welcome back! After my last post, I kept working on alternate monsters for Shadowdark, based on creatures from the classic World of Darkness (WoD). After covering Vampires and Werewolves last time, I reached for two other WoD games I played much less: Mage: The Ascension and Wraith: The Oblivion.

Let me reiterate my point from the previous post. These are not options for players to play this type of character. These are alternate versions of existing Shadowdark monsters.

The first ones I worked on were alternate versions of the Mage on page 231 of the Shadowdark rulebook. This one includes an organization to go with the alternate mages.

Shadowdark Alternative Mage

The Synod of the Shattered Veil is a terrifying, chaotic cabal that views the physical world and the gods’ laws as a stagnant prison, seeking true “Ascension” by tearing reality’s veil and plunging the universe back into primordial, malleable chaos. To achieve this cosmic unraveling, the Synod is divided into nine distinct cults, each attacking reality’s foundations from a different discipline.

The Void Ascetic

Channeling their chaotic magic inward, these fanatical martial artists use their own bodies as deadly, reality-bending weapons. ‘

AC 12, HP 18, ATK 1 fist +2 (1d4) or 1 spell +4, MV near, S -1, D +2, C +0, I +3, W +1, Ch +0, AL C, LV 4

  • Swift Step. Can move up to a near distance before and after attacking.
  • Blur (INT Spell). DC 12. Self. Attackers have DISADV on attacks against the mage for 10 rounds.
  • Magic Missile (INT Spell). DC 11. Far. 1d4 damage.

The Radiant Zealot

Singing maddening hymns to a fractured deity, these zealots blind and burn heretics with raw, concentrated holy light.

AC 12, HP 18, ATK 1 dagger +2 (1d4) or 1 spell +4, MV near, S -1, D +2, C +0, I +3, W +1, Ch +0, AL C, LV 4

  • Mage Armor (INT Spell). DC 11. Self. AC 14 for 10 rounds.
  • Blind/Deafen (INT Spell). DC 12. Near, 1 target. DC 12 CON or blinded for 1d4 days.
  • Burning Hands (INT Spell). DC 11. Close, near-sized cube. 1d6 damage.

The Temporal Weaver

Indulging in mind-altering chaos, these sensory hedonists stretch and compress time to dance between their enemies’ strikes.

AC 12, HP 18, ATK 1 dagger +2 (1d4) or 1 spell +4, MV near, S -1, D +2, C +0, I +3, W +1, Ch +0, AL C, LV 4

  • Time Slip. 1/day. The mage immediately takes one extra turn.
  • Hold Person (INT Spell). DC 12. Near, 1 target. DC 12 WIS or paralyzed. Target repeats the check on its turn to end.
  • Magic Missile (INT Spell). DC 11. Far. 1d4 damage.

The Veil Shaman

Walking the razor’s edge between realms, these primal casters violently tear the boundaries of reality to drag hostile entities into the physical world.

AC 12, HP 18, ATK 1 staff +2 (1d4) or 1 spell +4, MV near, S -1, D +2, C +0, I +3, W +1, Ch +0, AL C, LV 4

  • Summon Spirit. 1/day. Summons 1 shadow that acts on the mage’s turn.
  • Cause Fear (INT Spell). DC 11. Near, 1 target. DC 11 WIS or flee for 1d4 rounds.
  • Mage Armor (INT Spell). DC 11. Self. AC 14 for 10 rounds.

The Entropy Oracle

Obsessed with the mechanics of decay and fate, these grim assassins snip the threads of probability to ensure their targets’ demise.

AC 12, HP 18, ATK 1 dagger +2 (1d4) or 1 spell +4, MV near, S -1, D +2, C +0, I +3, W +1, Ch +0, AL C, LV 4

  • Fatalistic. 1/day. Forces one near enemy to reroll a successful attack roll or stat check and keep the new result.
  • Bane (INT Spell). DC 11. Near, up to 1d4 targets. DC 11 CHA or DISADV on attack rolls and stat checks for 1d4 rounds.
  • Sleep (INT Spell). DC 11. Near. 1d4 targets. DC 11 WIS or fall asleep.

The Elemental Scholar

Practitioners of highly destructive arcane rituals, these arrogant spellcasters wield raw, volatile elemental forces.

AC 12, HP 18, ATK 1 dagger +2 (1d4) or 1 spell +4, MV near, S -1, D +2, C +0, I +3, W +1, Ch +0, AL C, LV 4

  • Mage Armor (INT Spell). DC 11. Self. AC 14 for 10 rounds.
  • Burning Hands (INT Spell). DC 11. Close, near-sized cube. 1d6 damage.
  • Acid Arrow (INT Spell). DC 12. Far, 1 target. 1d6 damage, and 1d6 damage on the target’s next turn.

The Chaos Artificer

Rejecting traditional incantations for unstable alchemy and strange technology, these manic inventors blast their foes with volatile gadgets.

AC 12, HP 18, ATK 1 lightning gun (far) +2 (1d6) or 1 gadget +4, MV near, S -1, D +2, C +0, I +3, W +1, Ch +0, AL C, LV 4

  • Web Gadget (INT Spell). DC 12. Near, near-sized cube. DC 12 STR or stuck. Target repeats check on its turn to end.
  • Volatile. If reduced to 0 HP, the gear explodes, dealing 1d6 damage to all close creatures.
  • Magic Missile (INT Spell). DC 11. Far. 1d4 damage.

The Primal Blood-Witch

Fueling their brutal magic with raw life essence, these primal casters sacrifice their own vitality to ensure their chaotic spells take hold.

AC 12, HP 18, ATK 1 dagger +2 (1d4) or 1 spell +4, MV near, S -1, D +2, C +0, I +3, W +1, Ch +0, AL C, LV 4

  • Blood Magic. Can willingly take 1d4 damage to gain ADV on a spellcasting check.
  • Cure Wounds (INT Spell). DC 11. Close. Heals 1d8 HP.
  • Hold Person (INT Spell). DC 12. Near, 1 target. DC 12 WIS or paralyzed. Target repeats check on its turn to end.

The Spatial Adept

Treating the physical world as a magical tapestry to be folded and manipulated, these erratic spellcasters instantly teleport and bend spatial geometry.

AC 12, HP 18, ATK 1 dagger +2 (1d4) or 1 spell +4, MV near, S -1, D +2, C +0, I +3, W +1, Ch +0, AL C, LV 4

  • Fold Space. 1/day. Teleports a far distance to an area they can see.
  • Magic Missile (INT Spell). DC 11. Far. 1d4 damage.
  • Mage Armor (INT Spell). DC 11. Self. AC 14 for 10 rounds.

And now the WoD game I only played once or twice: Wraith! I really had to look online to remember all the details.

Shadowdark Alternative Wraiths

The Flesh Rider

Driven by a chaotic envy of the living, these invasive spirits violently possess mortal bodies to enact their destructive whims.

AC 13, HP 38, ATK 1 life drain +6 (1d8 + drain), MV near (fly), S -2, D +3, C +1, I +2, W +1, Ch +4, AL C, LV 8

  • Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.
  • Incorporeal. In place of attacks, become corporeal or incorporeal.
  • Life Drain. 1d4 CON damage. Death if reduced to 0 CON.
  • Possess (CHA Spell). DC 15. Near, one humanoid. DC 15 CHA or the wraith steps into the target’s body, taking full control for 1d4 rounds. The wraith is untargetable while inside.

The Poltergeist Fiend

Battering the physical world with chaotic malice, these furious spirits turn the surrounding environment into a deadly storm of flying debris.

AC 14, HP 38, ATK 2 debris (near) +6 (1d6) or 1 life drain +6 (1d8 + drain), MV near (fly), S -2, D +4, C +1, I +1, W +2, Ch +1, AL C, LV 8

  • Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.
  • Incorporeal. In place of attacks, become corporeal or incorporeal.
  • Life Drain. 1d4 CON damage. Death if reduced to 0 CON.
  • Telekinesis (INT Spell). DC 15. Near, one target. Hurls a creature or heavy object a near distance; target takes 2d6 damage and falls prone.

The Dirge Wailer

Transmitting their chaotic torment into the physical world, these shrieking phantoms shatter the resolve of anyone who hears their agonizing screams.

AC 13, HP 36, ATK 1 life drain +6 (1d8 + drain) or 1 spell +7, MV near (fly), S -2, D +3, C +1, I +1, W +4, Ch +2, AL C, LV 8

  • Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.
  • Incorporeal. In place of attacks, become corporeal or incorporeal.
  • Life Drain. 1d4 CON damage. Death if reduced to 0 CON.
  • Death Song (WIS Spell). DC 15. Near range. All enemies must pass a DC 15 WIS check or drop what they are holding and flee in terror for 1d4 rounds.

The Slumber Stalker

Corrupting the sanctity of sleep, these chaotic entities invade the dreams of the living to plunge them into inescapable, terrifying nightmares.

AC 12, HP 36, ATK 1 life drain +4 (1d8 + drain) or 1 spell +7, MV near (fly), S -2, D +1, C +1, I +4, W +2, Ch +3, AL C, LV 8

  • Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.
  • Incorporeal. In place of attacks, become corporeal or incorporeal.
  • Life Drain. 1d4 CON damage. Death if reduced to 0 CON.
  • Slumber (INT Spell). DC 15. Near, one target. DC 15 WIS or fall into a magical sleep for 1d4 hours.
  • Nightmare Strike. Deals double damage against sleeping targets.

The Visage Thief

Twisting their ectoplasmic forms into chaotic, horrifying shapes, these malicious spirits weaponize terror to paralyze their prey.

AC 13, HP 42, ATK 1 life drain +6 (1d8 + drain), MV near (fly), S -2, D +3, C +2, I +1, W +1, Ch +4, AL C, LV 8

  • Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.
  • Incorporeal. In place of attacks, become corporeal or incorporeal.
  • Life Drain. 1d4 CON damage. Death if reduced to 0 CON.
  • Horrific Visage. 1/day. The wraith reveals a terrifying form. All near enemies must pass a DC 15 WIS check or be paralyzed by fear for 1 round.

The Doom Crier

Obsessed with chaotic destruction, these hateful phantoms curse the living by actively unraveling their luck and ensuring their demise.

AC 14, HP 38, ATK 1 life drain +5 (1d8 + drain) or 1 spell +6, MV near (fly), S -2, D +2, C +1, I +3, W +2, Ch +4, AL C, LV 8

  • Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.
  • Incorporeal. In place of attacks, become corporeal or incorporeal.
  • Life Drain. 1d4 CON damage. Death if reduced to 0 CON.
  • Hex (CHA Spell). DC 15. Near, one target. Target has DISADV on all checks and attacks for 1d4 rounds.

I hope you’ve enjoyed these alternate monster versions! I’m still thinking of doing other monsters, but I haven’t really started, and I’ll admit my knowledge of the other WoD books is little to none.

One last thing: the art for the Vampire and Werewolf from the previous post, and the Wraith from this one, are from the AD&D 2nd Edition Monstrous Manual, one of my favorite monster books. For the Mages, I used the classic art piece of Emirikol the Chaotic from the original AD&D Dungeon Master’s Guide.

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