CR 1/2
Medium Undead
Armor Class 12
Hit Points 17
Speed 40 ft., climb 20 ft.
Perception 10 Stealth 14
Immune necrotic | frightened, grappled, paralyzed, petrified, prone, restrained | Undead Resilience
Sensesdarkvision 60 ft.
Languages understands the languages it knew in life but can’t speak

-2 +4 +1 -2 +0 -1

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

Spider Climb. The shadow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saves.

Undead Nature. The shadow doesn’t require air, food, drink, or sleep.

Undead Resilience. The shadow is immune to poison damage, to exhaustion, and to the poisoned condition.


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

Bonus Actions

Shadow Bond. One creature the shadow can see within 5 feet of it must succeed on a DC 12 WIS save or the shadow bonds with the target’s shadow for 1 minute. While bonded with the target’s shadow, the shadow can use this bonus action to teleport to an unoccupied space within 5 feet of that creature, provided the creature is within 120 feet of the shadow.

Shadow Stealth. The shadow takes the Hide action. It can use this bonus action only while in dim light or darkness.


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