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Shroud 2014

CR 1/8 undead

Medium undead, neutral evil


Armor Class
13 (natural armor)
Hit Points
9 (2d8)
Speed
fly 30 ft. (hover)

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 not made with silvered weapons
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.

Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities.

Shroud Stealth.

When in dim light or darkness, the shroud can take the Hide action as a bonus action.

Sunlight Weakness.

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

Actions

Strength Drain.

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. 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: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

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