The Emissary of Zihnn Class
The Emissary of Zihnn
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
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1st | +2 | Spellcasting, Unarmored Defense | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Toll the Bell, Defy the Dead | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Blood Magic, Subclass Mobility | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | --- | 2 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | See Beyond the Veil | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Parasitic Bond | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Subclass languages/speak with the dead | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Undead Fortitude | 3 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | --- | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | --- | — | — |
13th | +5 | Uncanny Endurance | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Subclass Save Advantage | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17th | +6 | --- | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Subclass Aura | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Walk Between Worlds | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
In the midst of the sea of corpses upon the battlefield one would have difficulty noticing the goliath standing behind the slain horse. The enemy patrol troop comes marching through past her, completely unwitting of their fate to come. Without warning the corpses jolt up from the ground, animated by an unholy facsimile of life, as their lifeless hands grip the weapons used to slay them with the intent of using them against new prey. In order to seal the fate of the enemy the goliath woman rises, with surprising strength for her age, and the unicorn's femur in her hand glows as she curses the oppossing commander with a fatal disease.
The pale moonlight shines upon a strange figure, meditating under the starlight. Skeletal wolves circle around the the black dragonborn, ensuring that nothing shall attack him. Finally the dragonborn rings the funeral bell in front of him one last time and rises from his standing position. He then proclaims to his allies that the soul of the archwizard has told him how to enter into the tower.
Blood seeps from a gash in the wounded soldier's abdomen, and it seems as if the end is near. A dwarf woman is hovering him, her golden framed lantern illuminating the laceration. She places a hand on the open flesh and it suddenly starts regenerating as if the victim were a salamander with divine origins.
Sometimes there are not simply people who use necromancy as a means to an end, but make it a way of life. By manifesting energy from another dimension known as the Lightless Vaults of Zihnn, an emissary can bring about changes on the Material Plane. Through stolid perserverance and profound instincts an emissary of Zihnn can ascend beyond mortal limitations. Emissaries of Zihnn are also sometimes called deathwalkers, for their ability to walk between two worlds; the Material Plane and the Underworld.
From Beyond the Veil
Once Zihnn was almost completely absent of all inhabitants except for the few savage monsters in its dark depths, but once the Gods died the souls of all who died thereafter where drawn not towards the heavens but towards Zihnn. Now the souls of the dead find themselves in a domain of the Dreamscape (plane of existence) known as the Lightless Vaults. Even the hardiest of life, both plant and animal, struggles to survive in this immense cavern of complete, intolerable darkness. There is no sky, nor sun, nor moon, nor stars within Zihnn, just dark rocks which form the vaulted cieling of the Zihnn.
No place can be more dreary than that of Zihnn, whose only feature are the massive rock formations which consist of its entirety. Everything seems to be of a larger scale of it should be in the Lightless Vaults; most of the stalagtites are over two stories tall, the fissures lead to endless abysses, and the water droplets falling down from stalagmites above into cavern pools are large enough to drown someone. The only flora which can bear this horrible place are eerie strains of otherworldly fungi.
And crawling throughout this damnable place are the souls of the dead, sent to their cruel afterlife. These tormented spirits slowly start as ghostly, incorporeal facsimiles of their past life, but they all gradually fade into being of shadow called "shades" as their memory fails and they lose their personality. Almost nothing else dwells there except for the wretched bestial spawn of the giant matriarchs and their kin which dance wickedly across this grim underworld. There is no order in Zihnn, there is now law, there is no culture; just senseless chaos and anarchy.
Planar Ascendance
A deathwalker is much more than a mere necromancer; it is a manifestation of the macabre will of Zihnn itself. This doesn't inherently mean that their intentions are wicked though; while Emissaries of Zihnn do hold the power of raising the dead and inflicting accursed diseases, they also have the capability to stem the premature grasp of death through healing. Their power is not restricted to merely manipulating the forces of life and death either. While emissaries are most infamous for their necromantic abilities, they can also use abjurations to ward off the reaper's scythe, walk through the Ethereal Plane to teleport, see the unseeable through divinations, shatter an opponent's sanity with hallucinations, and alter the physical form of themself and others. Eventually an emissary of Zihnn may become so powerful that they can actually serve as a Psychopomp, guiding the souls of the dead through the Lightless Vaults.
Creating an Emissary of Zihnn
First and foremost for you to determine is how exactly you achieved such a close connection to Zihnn. The place is very remote and desolate so it is highly unlikely that most living mortals have ever so much as seen the Lightless Vaults. Did you stumble across a planar crossing and spend some of your time stranded in Zihnn yourself? Or perhaps you were a member of an arcane circle or monastery which revered the underworld and sought to study it. It is also possible that you had an encounter with one of the beast matriarchs who granted you a favor.
Almost as important to question is how you view death and Zihnn itself. Certainly some deathwalkers are merely cruel nihilists that sow death without any regard , but these do not make up the majority. Perhaps instead you see yourself as a protecter, manifesting Zihnn's power to prevent the premature deaths of others. Or maybe you view yourself as a sort of judge whose role is to execute those that you find to be evil. Maybe even you recognize death as an integral part of life that should neither be forced by murderers or subverted by necromancers.
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Quick Build
You can make an Emissary of Zihnn by following these suggestions. First, your ability scores should be ranked in importance of Constitution> Dexterity and Wisdom > Charisma, Intelligence and Strength. Second, choose the acolyte or haunted one background. Third, choose the poisoner's kit, history and stealth as your proficiencies. Fourth, take a set of hide armor, a lantern as your spellcasting focus, a dagger, a light crossbow and 20 bolts, a poisoner's kit and a priest's pack as your equipment.
Class Features
As an emissary, you gain the following class features.
Hit Points
Hit Dice: 1d8 per death-walker level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution per death-walker level after 1st.
Proficiencies
Armor: Light Armor, Hide Armor, Shields
Weapons: Simple Weapons
Tools: your choice of an Herbalism Kit or a Poisoner's Kit
Saving Throws: Constitution and Charisma
Skills: Choose two from history, intimidation, medicine, perception, stealth, and survival.
Equipment
You start out with the following equipment, in addition to the equipment granted by your background.
One set of either (a) leather or (b) hide armor.
A spellcasting focus of your choice, which can be any object which has some sort of symbolism related to death
two simple weapons of your choice, including 20 pieces of ammunition for any ranged weapon you have
One tool of your choice
Your choice of either (a) dungeoneer's pack or (b) a priest's pack
If you are rolling for starting wealth by class, you instead recieve 4d4 x 10 GP.
Spellcasting (Level 1)
Cantrips
At 1st level, you know two cantrips of your choice from the emissary spell list. You learn additional emissary cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Emissary table.
Preparing and Casting Spells
The Emissary of Zihnn table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of emissary Spells that are available for you to cast, choosing from the emissary spell list. When you do so, choose a number of emissary spells equal to your Constitution modifier + your Emissary level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of emissary spells requires time spent in meditation and trace: at least 1 minute per spell Level for each spell on your list.
Spellcasting Ability
Constitution is your spellcasting ability for your emissary Spells. The power of your spells comes from your sheer grim determination, will to survive and profound connection to the wellspring of life itself. You use your Constitution whenever an emissary spell refers to your Spellcasting ability. In addition, you use your Constitution modifier when Setting the saving throw DC for an emissary spell you cast and when Making an attack roll with one.
Spell Save DC: 8 + your proficiency bonus + your Constitution modifier
Spell Attack Modifier: your proficiency bonus + your Constitution modifier
Ritual Casting
You can cast an emissary spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a lantern, funerary bell, bone or similar object related to death or the afterlife that can be held in one hand as a spellcasting focus for you emissary spells.
Unarmored Defense (Level 1)
Strikes that would bring ruin to mortals seem to barely bring harm to you. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Toll the Bell (Level 2)
By using your action to ring a woefully sonorous bell, you can recall the spirits of the dead from the Lightless Vaults of Zihnn into corpses severed from their life energy. When you do so, touch one largely fleshed out corpse, a pile of bones or the severed skull of a humanoid or beast. The target is then imbued with a spirit that you summoned from Zihnn. If the target is a beast, then the DM assigns a beast of CR 1/4 or below that is most appropriate for the corpse of the animal. If the target is a humanoid, than the DM assigns of a humanoid NPC of CR 1/4 or below from Appendix B: Nonplayer Characters of the DMG that is most appropriate considering the humanoid' lifestyle. Once the DM has chosen a suitable creature, apply the relevant template to its statblock; a largely fleshed out corpse recieves the zombified template, a pile of bones recieves the skeleton template, and a severed skull recieves the ghostly template. You can find the templates at the end of this feature's description.
On each of your turns, you can use a bonus action to telepathically command any of the undead you have created with this feature (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the undead only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
You can only use this feature twice. All uses are restored once you complete a long rest. Any undead created in this manner lose their animating spirit as soon as you complete a long rest.
The number of times you can use this feature increases to 3 at level 5, 4 at level 9, 5 at level 13 and finally 6 at level 17.
Creature Templates
Ghostly
When a creature is killed but its soul remains outside of its body it becomes incorporeal and gains the following features.
Type: The creature's type changes to undead.
Damage Immunites: The ghost gains immunity to cold, necrotic and poison damage.
Damage Resistances: The ghost gains resistance to acid, bludgeoning, fire, lightning, piercing, and slashing damage.
Attack Damage: All of the creature's weapon attacks deal necrotic damage on a hit instead of the damage type they would normally deal.
Speed: The ghost hovers above the ground, gains a flying speed of 30 ft. and has its walking speed reduced to 0.
Condition Immunities: The creature is immune to being blinded, deafened, exhausted, grappled, paralyzed, petrified, poisoned, knocked prone, restrained, stunned and knocked unconscious.
Senses: The ghost gains dark-vision out to 120 ft.
Etherealness: The creature can use an action to enter the Ethereal Plane from The Material Plane, or vice versa. It is visible on The Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Ethereal Sight: The creature can see 60 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.
Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object or creature.
Zombified
A creature which has been risen as a rotting corpse deprived of its personality and intelligence gains the following features.
Type: The creature's type changes to undead.
Damage Immunities: The undead gains immunity to necrotic and poison damage.
Condition Immunities: The creature is immune to being exhausted, poisoned and unconscious.
Senses: The creature gains dark-vision out to 60 ft.
Undead Nature: The undead do not need to eat, drink, breathe or sleep.
Speed: The zombie's speed is reduced by 10 ft.
Undead Fortitude: If damage reduces the creature to 0 hit points, it must make a constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Languages: The creature loses its ability to speak.
Skeletal
A creature which has had its flesh torn from its bone and is rendered a mindless skeleton animated by necromancy gains the following features.
Type: The creature's type changes to undead.
Damage Immunities: The undead gains immunity to necrotic and poison damage.
Condition Immunities: The creature is immune to being exhausted, poisoned and unconscious.
Senses: The creature gains dark-vision out to 60 ft.
Undead Nature: The undead do not need to eat, drink, breathe or sleep.
Damage Vulnerabilities: The creature has vulnerability to bludgeoning damage.
Senses: The skeleton gains blindsight out to 120 ft. but is blind beyond this radius.
Languages: The creature loses its ability to speak.
Defy the Dead (Level 2)
Due to your innate connection to the spirits of the dead, you can manipulate your magic in such a way to break past their defenses. Any type of damage you deal to a creature of the undead type ignores damage resistance and immunity. Also, you can target and damage an undead on the Ethereal Plane as if they where on the Material Plane.
Blood Magic (Level 3)
You can tap into your vast wellspring of life and expend some of your own spiritual energy to fuel your spells. Whenever you cast a spell, you can expend some of your hit points to fuel that spell instead of using a spell slot. The amount of hit points required to cast such a spell is dependent on the spell's level, as marked in the chart below. Spells of 6th level or higher cannot be cast through blood magic.
Whenever you lose hit points this way, your hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until you complete a long rest.
Blood Magic
Spell Level | HP Expenditure |
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1st | 15 |
2nd | 20 |
3rd | 30 |
4th | 35 |
5th | 45 |
Bonded Domain (Level 3)
You have been bonded to a specific "domain" of Zihnn of your choice. Whenever a humanoid on the Material Plane dies, their soul goes to the domain which corresponds to the manner in which they died. Your choice grants you features at 3rd level and again at 9th, 15th and 18th level.
See Beyond the Veil (Level 6)
Your eyes have become fully accustomed to the endless gloom of Zihnn. You can see in darkness and dim light within 120 ft. of you as if it were bright light, but you see in bright light as if it were dim light.
Magical darkness doesn't impede your darkvision. Finally, you can see 60 ft. into the Ethereal Plane while on the Material Plane and vice versa.
Parasitic Bond (Level 7)
You can use an action to touch an undead created by your Toll the Bell feature and create a mental bond with them. While bonded in this way you have resistance to all damage, and whenever you take damage your bonded target takes an amount of psychic damage equal to how much you damage you took from that attack.
This bond ends after you complete a long rest or when your bonded target is reduced to 0 hit points. Once you use this feature you cannot use it again until you complete a short or long rest.
Undead Fortitude (Level 10)
After being exposed so thoroughly to necromantic energies, your body has begun to take on inhuman resilience. When damage reduces you to 0 hit points, you can make a Constitution saving throw (with a DC equal to 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw fails, you can’t use this feature again until you finish a long rest.
Uncanny Endurance (Level 13)
Your very life force is now potent enough to maintain yourself without the aid of much physical sustenance. You recieve all of the following benefits
Consuming a day's worth of food and water is enough to sustain you for a month.
You no longer need to breathe to survive.
Sleep no longer comes to you. Instead you can spend four hours in deep meditation, where you are effectively unconscious, and recieve the same benefits of a long rest.
You cannot recieve levels of exhaustion due to being deprived of long rest for extended amount of times
Extreme cold, extreme heat, high altitude, and frigid water has no effect on you.
Walk Between Worlds (Level 20)
You have now reached the absolute of your power and can travel back and forth between the planes of existence with a mere step so as to fulfill your role as a guide for the souls of the dead in Zihnn. You can use an action to travel into the Ethereal or Astral Plane from your current plane of existence, and then you can use another action to shift back to the plane you just left.
While in one of these transient planes you appear as a ghostly, indistinct figure to observers on the plane you travelled from, yet you can't affect or be affected by anything on the other plane.
By spending an hour voyaging in one of the transient planes, you can arrive at another plane of existence of your choice.
Bonded Domain: Chorobajed
When a humanoid falls prey to the consumption of a foul disease or a vile poison then their blighted soul is sent to the domain of Zihnn known Chorobajed. This place is ruled over by Podkankrysa, the Queen of Rodents, who appears as an elephant sized rat with unusually long claws and a half humanoid face. Podkankrysa's spawn known as the Ghasts, who appear as hideously deformed hybrids of rats and kangaroos, crawl and hop through its depths to feast upon the sickened souls. Chorobajed is an immense maze of intersecting tunnels dug out by the Ghasts, who can seem to navigate it perfectly while the shades spend their final moments before being devoured in a state of confusion.
A ghast drawn by Kingovrats
Among the Vermin (Level 3)
Crawling no longer takes you extra movement. Also, you cannot suffer disadvantage on attack rolls as a result of being prone. Finally, you are immune to any physical illness and any spell which has a similar effect (such as Ray of Sickness, Blight and Contagion )
Medium to the Blighted (Level 9)
You can cast Speak with the Dead on any creature which has died by poison or disease without expending a spell slot. In additon, you can understand, speak, read and write Abysall, Sylvan and Undercommon. If you already knew one of these languages, you gain a different language of your choice for each.
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Corrupted Blood (Level 15)
You are immune to being poisoned and have immunity to poison damage.
Aura of Pestillence (Level 18)
Every enemy creature that starts its turn with 10 ft. of you must succeed on a Constitution saving throw (with a DC equal to your spell save DC) or be poisoned until the start of their next turn. Any plant and tiny beast of CR 1/4 of below within the aura automatically withers and dies.
Bonded Domain: Vojnastatina
When a person dies in the midst of battle or as the result of the environment destorying their mortal body, their soul is sent to Vojnastatina. Strazhliadka, the Undying Sentinel, who appears as a shaggy giant with four arms and a mouth opening vertically instead of horizontally watches over this realm. The Gugs, a race of giants who mimick their queen's appearance, eternally hold vigil over the plane and dedicate themselves to bringing ruin to the living who attempt to break into Zihnn. Vojnastatina is wracked by frequent natural disasters, some of which are anomalous in a windless cave, which constantly changes the shape and terrain of its lands.
A gug drawn by Kingovrats
On the Prowl (Level 3)
You have a climbing speed of 30 ft. and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Medium to the Slain (Level 9)
You can cast Speak with the Dead on any creature which died in combat or by an environmental factor, such as by drowning, falling from a great height or being struck by lightning without expending a spell slot. In additon, you can understand, speak, read and write Dwarvish, Goblin and Orcish. If you already knew one of these languages, you gain a different language of your choice for each.
Last Stand (Level 15)
If you have an amount of hit points less than approximately 20% of your hit point maximum (rounded up) then you have advantage on all attack rolls.
Aura of War (Level 18)
Every enemy creature that starts its turn with 10 ft. of you must succeed on a Wisdom saving throw (with a DC equal to your spell save DC) or be unable to target anyone except for you with an attack. Beasts of CR 1/4 below within the aura are driven delirious and try to kill everything in sight.
Bonded Domain: Vrazdastrata
Those victims who are murdered without getting a proper chance to fight back or are deprived of the needs required to live, such as by starving, have their souls sent to Vrazdastrata. This insidious realm is ruled over by Vrahmorelic, That Which Lurks in the Darkness, who appears as an uncannily tall but emaciated humanoid with claws and teeth dripping with blood. Tribes of ghouls prowl throughout Vrazdastrata so that they may rend the souls of the dead with their teeth and claws before devouring them. Vrazdastrata is well known for its near complete absence of water or fungus and its complex terrain where seemingly every corner or rock is an efficient place to stage an ambush from.
A ghoul drawn by Kingovrats
Fade into the Shadows (Level 3)
If you are standing in dim light or darkness, you can use an action to become invisible for 10 minutes. This condition ends prematurely if you step into an area of sunlight (not all bright light), attack, cast a spell, or use your bonus action to end it.
Once you use this feature, you cannot use it again until you complete a long rest.
Medium to the Murdered (Level 9)
You can cast Speak with the Dead on any creature which has been killed in "cold blood" (in which they couldn't effectively resist) or by being deprived of needs (such as by being killed by starvation, dehydration or suffocation) without expending a spell slot. In additon, you can understand, speak, read and write Elvish, Gnomish and Infernal. If you already knew one of these languages, you gain a different language of your choice for each.
Uncanny Vigilance (Level 15)
You cannot suffer disadvantage on any perception check and if you are ever subjected to a circumstance where you would automatically fail a perception check you may make the check with disadvantage instead.
In addition to that, no creature can surprise you or have advantage on attack rolls against you as a result of being hidden.
No effect of this feature works if you are incapacitated.
Aura of Famine (Level 18)
Every enemy creature that starts its turn with 10 ft. of you must succeed on a Constitution saving throw (with a DC equal to your spell save DC) or have their Strength ability score decreased by 2. If a target's strength score is reduced below 0 by this aura, then the target's strength drops to 1 instead and is also left unconscious for 1 hour.
Bonded Domain: Bazaz-matok
When an elder's soul is washed from their body by the tides of time or when someone is rendered dead by a catastrophic accident, their souls goes to Bazaz-matok. Azathoth, the Sultan of Ultimate Chaos, wriggles blindedly about its domain as it absorbs the souls of the dead into its dynamically amorphous form. Only oozes and the most otherworldly aberrations can even hope to survive here for any extended amount of time. Bazaz-matok is an endless abyss of darkness with nothing except for an obsidian floor that is constantly being reshaped by Azathoth's acidic tread over it.
Chaotic Anatomy (Level 3)
Your form can instantly shift from solid to amorphous within an insant, allowing you to move through a space as narrow as 1 inch wide without squeezing.
Medium to the Decrepit (Level 9)
You can cast Speak with the Dead on any creature which has died as a result of old age or because of an accident without expending a spell slot. In additon, you can understand, speak, read and write Giant, Halfling and Celestial. If you already knew one of these languages, you gain a different language of your choice for each.
A drawing of Azathoth by Kingovrats
Ward off Decay (Level 15)
You are immune to necrotic damage and the effects of any necromancy spell or similar effect. Also, your body still seems to age as normal but it doesn't have any more than a superficial effect on you. This may mean that at one point you may falsely appear as undead.
Aura of Death (Level 18)
Any creature that is reduced to 0 hit points by a fatal attack within 10 ft. of you that you choose automatically dies and their soul is severed, making it impossible to ressurect, reanimate, or otherwise interact with them.
Bonded Domain: Carosamovrah
When a humanoid is killed by potent magical phenomenon or decides to end their own life, their soul is sent to Caro-samovrah. Netopyrkazahn, the Soaring Reaper, appears as a giant faceless bat with a vaguely humanoid form and barbed tail whose screech awakens ones deepest fears from the corners of ther mind. Her spawn, the night gaunts, glide over Carosamovrah and swoop down to abduct and devour the souls of the dead. What most people can see of Carosamovrah is just a series of flat tipped stalagmites over a yawning abyss, and everything except for the night gaunts are trapped on top of these uncomfortably thin peaks.
A night-gaunt drawn by Kinogvrats
Sunder into the Swarm (Level 3)
You can use your action to turn into a swarm of bats for 10 minutes, after which you revert to your normal form. While as a swarm you can occupy another creature's space, have a flying speed of 30 ft., and can't regain hit points or gain temporary hit points, but your statistics are otherwise the same as normal. This alteration ends prematurely if you attack, cast a spell or use a bonus action if you end it.
Once you use this feature, you cannot use it again until you complete a long rest.
Medium of the Arcane (Level 9)
You can cast Speak with the Dead on any creature which has died as a result of a magic phenomenon or suicide without expending a spell slot. In additon, you can understand, speak, read and write Draconic, Deep Speech and Primordial. If you already knew one of these languages, you gain a different language of your choice for each.
Spell Resistance (Level 15)
If you are subjected to the effect of a spell that allows you to make a saving throw to take only half damage, you instead take no damage on a success, and only half damage on a failure.
Aura of Terror (Level 18)
Every enemy creature that starts its turn with 10 ft. of you must succeed on a Charisma saving throw (with a DC equal to your spell save DC) or be frightened until the start of their next turn. Any beast of CR 1/4 of below within the aura automatically devotes all its efforts for 1 hour to get as far away from you as possible.
Emissary of Zihnn Spells
Cantrips
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Mending
Minor Illusion
Poison Spray
Shillelagh
Spare the Dying
Ray of Frost
Thaumaturgy
Vicious Mockery
1st Level
Armor of Agathys
Arms of Hadar
Bane
Compelled Duel
Comprehend Languages
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Dissonant Whispers
Expeditious Retreat
Faerie Fire
False Life
Find Familiar
Fog Cloud
Healing Word
Hideous Laughter
Identify
Illusory Script
Inflict Wounds
Jump
Longstrider
Mage Armor
Protection from Evil and Good
Sanctuary
Shield
Shield of Faith
Silent Image
Ray of Sickness
Unseen Servant
2nd Level
Acid Arrow
Aid
Alter Self
Augury
Blindness/Deafness
Blur
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Find Traps
Gentle Repose
Invisibility
Lesser Restoration
Locate Animals or Plants
Locate Object
Mirror Image
Misty Step
Nystul's Magic Aura
Pass Without a Trace
Phantasmal Force
Prayer of Healing
Protection from Poison
Ray of Enfeeblement
See Invisibility
Silence
Spider Climb
Spiritual Weapon
Warding Bond
Web
3rd Level
Aura of Vitality
Beacon of Hope
Bestow Curse
Blink
Clairvoyance
Fear
Feign Death
Gaseous Form
Glyph of Warding
Hunger of Hadar
Magic Circle
Major Image
Mass Healing Word
Meld Into Stone
Nondetection
Protection from Energy
Remove Curse
Sending
Sleet Storm
Speak with the Dead
Spirit Guardians
Stinking Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Aura of Life
Aura of Purity
Banishment
Black Tentacles
Blight
Confusion
Death Ward
Dimension Door
Divination
Faithful Hound
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Locate Creature
Phantasmal Killer
Stone Skin
5th Level
Awaken
Antilife Shell
Circle of Power
Cloudkill
Commune
Contact Other Plane
Cone of Cold
Contagion
Dream
Greater Restoration
Hallow
Mass Cure Wounds
Modify Memory
Insect Plague
Mislead
Planar Binding
Seeming
Telepathic Bond
Teleportation Circle
6th Level
Arcane Gate
Circle of Death
Disintegrate
Eyebite
Find the Path
Flesh to Stone
Forbiddance
Freezing Sphere
Guards and Wards
Harm
Heal
Instant Summons
Magic Jar
Planar Ally
Programmed Illusion
True Seeing
Wall of Ice
7th Level
Divine Word
Etherealness
Finger of Death
Forcecage
Plane Shift
Regenerate
Sequester
Teleport
8th Level
Demiplane
Feeblemind
Maze
Mind Blank
Mirage Arcane
Power Word Stun
Project Image
Telepathy
9th Level
Astral Projection
Foresight
Gate
Imprisonment
Mass Heal
Power Word Heal
Power Word Kill
Time Stop