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.
Multiattack. The Shadow makes two attacks with its chains.
Draining Chains. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 9 (2d6 + 4) necrotic damage, and the target's Strength score is reduced by 1d4. The target is grappled (escape DC 14) if the shadow isn't already grappling a creature. Until the grapple ends, the target is restrained and takes 7(2d6) necrotic damage at the start of each of its turns, 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.
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the shadow can see within 60 feet of it animate under the shadow's control, provided that the chains aren't being worn or carried.
Each animated chain is an object with AC 20, 20 Hit Points, Resistance to piercing damage, and immunity to psychic and thunder damage. When the shadow uses Multiattack on its turn, it can use each animated chain to make one additional chain Attack. An animated chain can grapple one creature of its own but can't make attacks while Grappling. An animated chain reverts to its inanimate state if reduced to 0 Hit Points or if the shadow is Incapacitated or dies.
Raise Shadow (Recharge 5-6). The shadow targets one dead humanoid or Shadow it can see within 30 feet of it. A Shadow is created from the remains in the nearest unoccupied space.
Unnerving Mask. When a creature the shadow can see starts its turn within 30 feet of the shadow, the shadow can create the Illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the shadow, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
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