Since his transformation into a Nightshade Dominus barely resembles his previous self. He now appears as vaguely skeletal being wrapped in wisps of glowing drak green energy that trail around him much like a wizards robe.
Personalty: Even before becoming The Bone King, Torigh Oughys had no tolerance for fools and little patience for politics and curly slaughtered his enemies. Now reborn once more, as a Incorporeal being of malice and hate his diabolical ways have become even more tainted. Dominus feels no remorse for those who die be his doing and absolutely appalls the living and often refuses to have them in his presence.
Passive Abilities
Telepathy
The Wraith Lord has the ability to communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
The Ghost King is connected to all his Undead this way and thus so commands them.
Detect Life
As he had as a corporeal The Wraith Lord has learned to know what is dead and what is alive. But now this power has evolved He can detect the life force of any creature within 100 ft. Even beings with a 'spark' pf life can be pinpointed however these beings require more focus to find.
Aversion to Daylight
In the light of the sun the Spirit King of the damned becomes weakened and loses some of his more potent powers, such as his incorporeal nature becoming semi-incorporeal.
Magic Drain
As a Nightshade Dominus Nex can weaken magic armor, weapons, and shields by making a successful touch. Just being near him can still their power away or hamper them. Magic attacks can be consumed by his nether energy as well. However very powerful magical attacks or divine ones cannot be weakened greatly. Divine sources none at all.
Deeper Darkness
This ability allows Dominus to summon a globe of impenetrable darkness around himself in a 20 foot radius. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Deeper darkness counters and dispels any light spell of equal or lower level, including
daylight and
light.
Darkvision
Like all Undead he is able to see in total darkness.
Netherblast
His hands glow with the unnatural color of greenish coldfire, he can channel this through his blade or release a burst of darkness that seems to eat at the essence of his enemies.
Negative Energy Strike
The Bone knight calls upon the powers of the dead to deal extra damage to the living. Even false living beings that only have a spark of life like vampires or Constructs.
Desecrating Aura
All nightshades give off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the nightshade’s evil is so great that it is treated as the shrine of an evil power. All Undead within 20 feet of the nightshade (including the creature itself) gain greater power and become faster and stronger as well as tougher to kill. Attempts made to turn undead within this area become extremely difficult. Hostile none sentient dead cower before The Wraith Lord and will often flee, intelligent Undead are not effected by this.
A nightshade’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the nightshade can resume it as a free action on its next turn/post. Its desecrating aura is suppressed if a nightshade enters a consecrated or hallowed area, but the nightshade’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.
Summon Undead
A nightshade can summon undead creatures once per nigh(after a three post charge)t: 5-12 shadows, 2-4 greater shadows, or 1 dread wraith. The Undead arrive in 4 rounds/post and serve for 1 hour or until released. The Undead summoned from the list are random but can only be of one type.
Spell-like Abilities
Detect magic
The Ghost King is able to detect magical auras. The amount of information revealed depends on how long he studies a particular area or subject.
See Invisibility
When activated he see any objects or beings that are invisible within his range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to his as translucent shapes, allowing him easily to discern the difference between visible, invisible, and ethereal creatures.
Fear Of Death
When activated an aura of fear extending 15 feet from Dominus Nexus. Those within the aura of fear find it harder to stand and fight. It takes more then shear will power to often over come this power.
Greater Dispel Magic
When activated can be useed to dispel magic or end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect, also can be used up to two times per-night.
Hold Monster
Often used on summoned creatures when used, The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round/post the subject may attempt to break free. (used once a night)
Invisibility
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If he casts the spell on someone else, neither him nor his allies can see the subject, unless he employs his own ability to see the unseen.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Cone of Cold
Cone of cold creates an area of extreme cold, originating at his hand and extending outward in a cone. It drains heat, and can even freeze living targets hit long enough.
Finger of Death
He is able to instantly sly any one living creature within range if it is a summoned (or an NPC). Can only be used once per night.
Plane Shift
Once per night after focusing his power long enough (4 post). The Ghost King is able to teleport him and his opponent , barring any summons, to another location of his choice. Maye only be used once.
Fighting style
The Ghost King is an exceedingly intelligent foe that makes the best use of all its abilities. It favors using its spell-like abilities to divide and disable its enemies, then closing to melee with opponents it has isolated from their allies.
He will often used stick and flee tactics against exponentially powerful foes or those with ghost touch weapons. He fights wisely using his powers at the right time he may avoid conflict right away in order to prob the strengths and weaknesses of his foes. However more often then night, his ignorance and pride cause him to become reckless at times especially true when facing living opponents.
Weapons/Armor
Scythe of the Nine Lives
This Scythe has the power to draw the life force from an opponent it strikes healing it's wielder. It can do this nine times a battle. At that point, the scythe becomes a simple weapon (with a hint of evil about it). A critical wound must be dealt for the scythes death-dealing ability to function, and this weapon has no effect on creatures not living (Undead, constructs). This scythe is evil, and any mortal character attempting to wield it is weakened over time. Though no mortal can wield it normally since it is often in it's incorporeal form. These negative effects remain as long as the Scythe is in hand and disappear when the Scythe is no longer wielded.
Weakness/Other
Nightshades are large undead creatures from the Plane of Shadow. They are a horrifying mixture of death and darkness, made more frightening by their alien intelligence and spellcasting powers. All nightshades are surrounded by an aura of desecration that can draw life from the living. Their powers are considerably enhanced in darkness, but they are also greatly weakened by natural sunlight. Nightshades communicate telepathically.
The Ghost King has become a type of nightshade; a sentient undead monster from the Plane of Shadow. Thoroughly unnatural and malicious, they take delight in the corruption and suffering of others. As creatures of both death and shadow, they have tremendous powers over darkness.
His only known weakness are that of sliver, or powerful force magic to name a few. In short only sufficiently powerful weapons and effects that attack the spirit can harm him, like a good-aligned ghost touch weapon, divine power, or an undeath to death, limited wish, wish, miracle, freedom or similar spell.