Rahadin, Castle Chamberlain

Rahadin, Castle Chamberlain

Fey, Humanoid, Shadow Elf Level 4 Solo
EV 72

Size Speed Stamina Stability Free Strike
2 8 350 2 6

Immunity Psychic 5 Weakness
Movement Climb

Might Agility Reason Intuition Presence
+2 +4 +1 +3 +4

Solo Monster
End Effect: At the end of each of their turns, Rahadin can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: Rahadin can take two turns each round. They can't take turns consecutively.

Screams of the Dead
Rahadin has a 3 aura of dark psychic fog around them that feeds on their victims' fears and provides concealment to Rahadin only. Any creature in the area hears in their mind the screams of thousands of people Rahadin has killed. Each enemy who starts their turn in the area takes 2 psychic damage. Additionally, whenever one or more enemies is in the area, Rahadin's abilities deal an extra 3 psychic damage.

Deathly Choir Signature Ability
Area, Magic, Ranged Main Action
4 cube within 10 Each enemy and object in the area
Effect: Each target makes an Intuition test.
≤ 11: 14 psychic damage; the target is haunted (save ends)
12-16: 11 psychic damage; the target is haunted (save ends)
17+: 6 psychic damage
A haunted creature has psychic weakness 3 and cold weakness 3. Additionally, the area is filled with magical darkness. Rahadin ignores concealment created by this darkness.

Whirling Blades 2d10+4
Charge, Magic, Melee, Weapon, Strike Main Action
Melee 3 Two creatures or objects
≤ 11: 10 damage; pull 2
12-16: 15 damage; pull 4
17+: 18 damage; pull 6
(3 Malice): The pull becomes a vertical slide.

Shadow Skulk
Once per turn, Rahadin can shift up to their speed, leaving behind a 4 cube area of magical darkness in their starting space that lasts until the end of the encounter. Rahadin ignores concealment created by this darkness. Any enemy who ends their turn in the area and has I < 3 is frightened of Rahadin until the end of their next turn.

Visions in the Dark ( 5Malice)
Area, Magic Maneuver
10 burst Each enemy in the area
Effect: Each target must be haunted. Each target takes 3 psychic damage, and if they have I < 3 they immediately make a free strike against one ally of Rahadin's choice.

Encroaching Darkness
Free Triggered Action
Self Self
Trigger: A creature within 10 squares moves.
Effect: Rahadin moves two existing cubes of magical darkness they created up to 10 squares each.

Amulet of Ravenloft
Triggered Action
Self Self
Trigger: Rahadin is reduced to 50 Stamina or less while in Castle Ravenloft.
Effect: Rahadin ends all effects currently affecting them and uses the Amulet of Ravenloft. If he was reduced to 0 Stamina, he is reduced to 1 Stamina instead. He can then teleport up to his speed. Rahadin can use this ability even if he's dazed.

Enveloping Umbra 2d10+4 Villain Action 1
Area, Magic
5 burst Each enemy in the area
≤ 11: Pull 2; I < 2 frightened (EoT)
12-16: Pull 4; I < 3 frightened (save ends)
17+: Pull 6; I < 4 frightened (save ends)

Pall of Nightmares 2d10+4 Villain Action 2
Area, Magic
10 burst Each enemy in the area
≤ 11: 6 psychic damage
12-16: 11 psychic damage
17+: 14 psychic damage
Effect: Each target must be haunted. Any target who has I < 3 is also dazed (save ends).

Absence of All Light Villain Action 3
Special Special
Effect: Rahadin disappears from the encounter map. Rahadin and three hallucinatory illusions of themself then immediately reappear in unoccupied spaces on the encounter map, and Rahadin and each illusion uses Deathly Choir. Each illusion is indistinguishable from Rahadin except by supernatural means, has 1 Stamina, and has Rahadin's speed. An illusion acts on Rahadin's turns but can take only move actions. Once per round before or after using an ability, Rahadin can trade places with any duplicate.

Chamberlain's Malice

At the start of Rahadin's turn, you can spend malice to activate one of the following features.

Dread and Terror (3 Malice)
Rahadin thickens the fog of their Screams of the Dead trait and the horrors within it. Each creature in the area takes a bane on strikes made against Rahadin until the start of Rahadin's next turn.

Doleful Visions (5 Malice)
Rahadin manifests four 2 cubes of nightmarish apparitions anywhere on the encounter map. Each creature in the area when it appears makes an Intuition test.
≤ 11: 14 psychic damage; dazed (save ends)
12-16: 11 psychic damage; dazed (EoT)
17+: 6 psychic damage

Solo Action (5 Malice)
Rahadin takes an additional main action on their turn. They can use this feature even if they are dazed

Phantasmagoria! (7 Malice)
Rahadin summons macabre, disquieting phantasms in a 10 cube within 1 square that lasts until the end of the encounter. Any enemy who enters the area for the first time in a round or starts their turn there takes 6 psychic damage, or 8 psychic damage if they are haunted by Rahadin. Additionally, the enemy's Intuition score is treated as 1 lower for the purpose of resisting potencies until the end of the encounter.
Powered by Forestry.md