Megaera
This article is part of Runarcana + and isn’t canon to Runarcana RPG
Megaerae are the commanders of the shadowy creatures, able to alter their own form and innate casters who know how to bend shadow to their will. A Megaera will rarely leave the Realm of Shadows.
When operating alongside other Umbrinatas, they’re usually the mind behind any given action; they’re the creatures closest to The Shadow, possessing a mindset always aligned with what created them. Their command is normally an iron fist, and they’re respected and obeyed by practically every other Umbrinata, with a few rare exceptions among the Executioners.
Lair
A Megaera rarely has an established lair in the Material Realm, but when it does, the entire surrounding area feels the effects of its presence, as if a rift between the Realm of Shadows and the Material Realm had been opened.
A Megaera’s Lair is teeming with Umbrinatas of the most diverse types, so if you notice an unusual presence of shadow creatures in a single location… run.
Lair Actions
On Initiative count 20 (losing ties), the Megaera can take a lair action to cause one of the following magical effects, but can’t use the same effect two rounds in a row:
The entire area within 120 feet of the Megaera becomes an area of Heavy Fog, blocking sight for every creature inside it (except Umbrinatas). Creatures in this area can only see up to 10 feet ahead of them and have disadvantage on Perception checks related to sight.
The Megaera creates a pool of shadow with a 15-foot radius at a point within 30 feet of it, able to move it 60 feet in any direction at the start of each of its turns. Creatures that come into contact with this pool must make a Strength saving throw, taking 2d6 Shadow damage and falling Prone on a failure. Umbrinatas aren’t affected by this ability. This Pool lasts for 1 minute or until the Megaera takes another lair action.
The Megaera summons an Umbrinata of its choice within 30 feet of it; this Umbrinata can’t have a CR higher than 5. This Umbrinata obeys all of the Megaera’s commands.
Regional Effects
The region around a Megaera’s Lair is warped and altered by its shadow magic, gaining the following effects:
All Umbrinatas within 5 miles of its lair have advantage on their attack rolls, and creatures have disadvantage to resist a saving throw imposed by an Umbrinata.
The entire area within 1 mile of the lair becomes a zone of light fog.
Rewards
Each Megaera has a limited number of resources it can grant when defeated. These resources disappear 1 minute after the creature’s death if not collected.
Shadow Weave. Each Megaera can grant 50 grams multiplied by 1d6 of Shadow Weave. A DC 12 Prestidigitation check is required to remove it without damaging it.
Megaera Stat Block
Below is the Megaera’s stat block.
| Armor Class: 14 (natural armor) Hit Points: 434 (62d8 + 186) Speed: 45 feet | |||||
|---|---|---|---|---|---|
| STR 19 (+4) | DEX 15 (+2) | CON 16 (+3) | INT 17 (+3) | WIS 12 (+1) | CHA 18 (+8) |
| Skills: Deception +8, Stealth +6, Insight +5, Perception +5 Damage Resistance: fire, cold, necrotic, radiant, shadow, poison, and simple Physical damage Condition Immunity: Frightened, Charmed Senses: Passive Perception 16, Darkvision 120 feet Region: Realm of Shadows Languages: Shadow Challenge Rating: 12 (8,400 XP) | |||||
| Innate Spellcasting. The Megaera's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can cast the following spells without needing material components: At will: darkness 3/day each: cause fear, terrify, dim hopes, shadow spikes, fear Legendary Resistance (3/day). If the Megaera fails a saving throw, she can choose to succeed instead. Magic Resistance. The Megaera has advantage on saving throws against spells and other magical effects. Umbral Sight. Magical darkness doesn't affect the Megaera's darkvision. | |||||
| Actions | |||||
| Multiattack. The Megaera makes two Claws attacks. Claws. Melee Natural Weapon Attack: +8 to hit, 5 ft. reach, one target. Hit: 12 (2d8 + 4) Slashing damage. Deadly Gaze. The Megaera chooses a target it can see within 30 feet that's Frightened. That target must make a DC 16 Wisdom saving throw or be reduced to 0 hit points. | |||||
| Runes | |||||
| Runic Pulse. Shadow Bond Runic Spark. Deadly Beauty with Mastery Runic Flow. Malicious Whisper with Mastery Runic Vortex. Call of the Shadow with 1 Upgrade | |||||
