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Shroud 2014

CR 1/8 undead

Medium undead, Neutral Evil


Armor Class
11
Hit Points
13 (3d8)
Speed
30 ft.

STR4 (-3)
DEX13 (+1)
CON10 (+0)
INT2 (-4)
WIS10 (+0)
CHA8 (-1)

Saving Throws
Skills
Stealth +3
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
Common
Challenge
1/8 (25 XP) · Proficiency Bonus +2

Amorphous.

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

Shadow Evolution.

If the shroud deals at least 12 necrotic damage to a creature that isn’t a Construct or Undead in 1 minute or less, the shroud transforms into a shadow at the start of the turn after it last dealt damage. It uses the statistics of the shadow, except it reduces the shadow’s hp by an amount equal to the damage the shroud took before it transformed.

Sunlight Weakness.

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

Undead Nature.

The shroud doesn’t require air, food, drink, or sleep.

Actions

Strength Drain.

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target has disadvantage on weapon attacks that use Strength until the end of its next turn. If a non-evil humanoid dies from this attack, a new shroud rises from the corpse 1d4 hours later.

Bonus Actions

Shadow Stealth.

While in dim light or darkness, the shroud takes the Hide action.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details