Shar

Mistress of the Night

Goddess of darkness, night, loss, forgetfulness, secrets, caverns, dungeons, and the Underdark

CR 30Greater deityNeutral evilDarknessNightLossForgetfulnessUnrevealed secretsCavernsDungeonsThe Underdark

Avatar of Shar

Large celestial (avatar), neutral evil

Armor Class
25 (natural armor)
Hit Points
666 (36d12 + 432)
Speed
60 ft., fly 60 ft. (hover)
STRDEXCONINTWISCHA
24 (+7)30 (+10)26 (+8)32 (+11)30 (+10)32 (+11)
Saving Throws
Dex +19, Int +20, Wis +19, Cha +20
Skills
Deception +20, Insight +19, Perception +19, Religion +20, Stealth +28
Damage Resistances
cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison, psychic
Condition Immunities
blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses
truesight 120 ft., passive Perception 29
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Legendary Resistance (3/Day). If Shar fails a saving throw, she can choose to succeed instead.
Flawless Void (Mythic Trait; 1/Day). When Shar is reduced to 0 hit points, her form unravels into darkness. She then regains 333 hit points, ends all conditions affecting her, and can use her mythic actions for 1 hour.
Mistress of Loss. Shar has advantage on saving throws against spells and other magical effects. When a creature within 60 feet would regain hit points, Shar can use her reaction to reduce that healing to 0.
Eyes of the Void. Shar sees through magical darkness, fog, mist, and shadows without penalty.
Nihilistic Presence. A hostile creature that starts its turn within 30 feet must succeed on a DC 24 Wisdom saving throw or have disadvantage on attack rolls and be unable to take reactions until the start of its next turn.
Innate Spellcasting. Shar’s spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). She requires no components.
  • At will: bestow curse, darkness, detect thoughts, invisibility
  • 3/day each: dominate monster, feeblemind, modify memory
  • 1/day each: plane shift, power word kill

Actions

Multiattack. Shar makes two Wounding Blade attacks and one Disk of Night attack.
Wounding Blade. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 24 Constitution saving throw or take 7 (2d6) necrotic damage at the start of each of its turns. Magical healing ends this wound.
Disk of Night. Ranged Weapon Attack: +19 to hit, range 60/120 ft., one target. Hit: 21 (2d10 + 10) slashing damage plus 18 (4d8) force damage. The disk returns to Shar after the attack.
Shadow Walk. Shar and up to six willing creatures become invisible and teleport up to 1 mile to a location in dim light or darkness that Shar can see or has visited.

Reactions

Deny Healing. When a creature within 60 feet would regain hit points, Shar causes it to regain no hit points instead.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Step into Shadow. Shar teleports up to 60 feet to an unoccupied space in dim light or darkness.
Nightsong (Costs 2 Actions). Each creature within 60 feet that can hear Shar must succeed on a DC 24 Wisdom saving throw or be stunned until the end of its next turn.
Void Bolt (Costs 3 Actions). One creature within 120 feet must make a DC 24 Dexterity saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage is disintegrated.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Void of Memory. Each creature of Shar’s choice must succeed on a DC 24 Intelligence saving throw or lose access to the spell or class feature it used most recently until initiative count 20 on the next round.
Chilling Darkness. Magical darkness fills a 60-foot-radius sphere within 120 feet. A creature other than Shar that starts its turn there takes 21 (6d6) cold damage.
Touch of Despair. One creature Shar can see must succeed on a DC 24 Wisdom saving throw or be restrained until initiative count 20 on the next round.
Lost Passage. Shar removes one doorway or passage from the memory of her enemies until initiative count 20 on the next round. Affected creatures cannot perceive or pass through it.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Whisper of Hidden Pain. One creature Shar can see must succeed on a DC 28 Wisdom saving throw or use its reaction to make one melee attack against its nearest ally. Whether the attack hits or misses, both creatures take 45 (10d8) psychic damage.
Oblivion’s Embrace (Costs 2 Actions). Each creature within 30 feet must succeed on a DC 28 Strength saving throw or take 55 (10d10) necrotic damage and be restrained until the end of its next turn.
Pulse of the Flawless Void (Costs 3 Actions). All light sources within 60 feet are extinguished. Each creature there must succeed on a DC 28 Intelligence saving throw or lose access to the spell or class feature it used most recently until it finishes a long rest.

Introduction

Shar, the Mistress of the Night and Lady of Loss, governs darkness, forgetfulness, and the desire to return creation to the silent void that preceded it. She is Selûne’s twin and oldest enemy.

Her independent church cells cultivate grief, bitterness, and secret revenge. Shar offers temporary relief from pain, then uses the surrendered memory or attachment to deepen a worshiper’s dependence.

The avatar works through intermediaries until a ritual, court, or institution is ready to collapse. She appears personally to claim a grieving convert, destroy a Selûnite refuge, or extend the Shadow Weave into a place where ordinary magic has failed.

Physical Appearance

Shar appears as a slim woman with chalk-white skin, raven-black hair, and violet eyes whose coal-black pupils reflect no light. Voluminous black garments move around her without wind.

Her manifestations include the towering, feather-masked Nightsinger and the starlit Dark Dancer. She may also appear as a black sphere outlined in violet flame or as shadow tendrils that speak directly into the mind.

Roleplaying the Avatar

Shar is regal, quiet, and unfailingly cold. She treats hope as a defect that experience will correct and every servant as a tool to discard once its pain is exhausted.

  • Never raise your voice.
  • Acknowledge suffering accurately, then deny that it can have meaning.
  • Offer forgetfulness as a gift rather than a threat.
  • Remain polite while describing an ally’s inevitable betrayal.
  • Treat love, loyalty, and memory as temporary conditions.

Use in a Campaign

The Gift of Forgetting

Shar offers to remove a character’s worst memory. Accepting also erases the one fact needed to stop her cult’s current ritual.

Old Night Below

The Temple of Old Night spreads beneath Calimport into districts that no longer remember the streets built above it.

Government of Empty Chairs

A merchant council still meets, but each member serves a separate Sharran cell and believes every other member is loyal to the city.

The Broken Moon

Shar prepares a rite that will extinguish moonlight across a kingdom for one year. The ritual is powered by memories freely surrendered by grieving citizens.

Lairs

Shar’s lairs consume distinctions. Light loses its source, names fall from memory, and passages become easier to find after a traveler forgets why they entered.

Temple of Old Night

A vast complex beneath Calimport hides shrines behind rooms that erase the memory of each door passed.

Palace of Loss

Shar’s realm in the Plane of Shadow preserves beautiful objects after removing every memory of who made or loved them.

Well of Darkness

A converted dwarf mine in the Silver Marches breeds creatures adapted to absolute darkness and the absence of names.

Darkhouse of Saerloon

A Sembian lighthouse projects darkness across the sea while serving as a hidden congregation point and planar nexus.

Shared References

Open a reference for its canonical description and related entries.

Shar as a chalk-white, raven-haired goddess in black robes and feathered mask elements, surrounded by violet-black shadow tendrils.