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Shadow 2014

CR 1/2 undead

Medium undead, chaotic evil


Armor Class
12
Hit Points
16 (3d8+3)
Speed
40 ft.

STR6 (-2)
DEX14 (+2)
CON13 (+1)
INT6 (-2)
WIS10 (+0)
CHA8 (-1)

Saving Throws
Skills
Stealth +4
Vulnerabilities
radiant
Resistances
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison
Condition Immunities
exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 10
Languages
—
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Amorphous.

The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth.

While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness.

While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Environments: Caves, Ruins, Shadowfell, Tomb, Underworld, Urban

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details