Real Skinny. 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.
Coalescing Darkness. The light within the 5 cu ft the baby Shadow Amphiptere is in can be made one level darker. This ability can be turned on and off.
Om. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage. On a success, baby Shadow Amphiptere may sink its fangs into the the target. If so, the target must make a strength or dexterity saving throw DC 12. On success, the target succeeds to pull the baby Shadow Amphiptere out. On a fail, the baby Shadow Amphiptere has latched on the target has disadvantage to attacks against baby Shadow Amphiptere, and the target's Strength score is reduced by 1d4.
Nom. Can only occur if the baby Shadow Amphiptere has latched on. Melee Weapon Attack: +8 to hit, one latched-on target. Hit: 6 (1d8+2) necrotic damage. Then, the target must make a strength saving throw DC 14. On success, the target succeeds to pull the baby Shadow Amphiptere out. On a fail, the baby Shadow Amphiptere has latched on the target still has disadvantage to attacks against baby Shadow Amphiptere, and the target's Strength score is reduced by 1d6.
Note: The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Summon Darkness.The baby Shadow Amphiptere can cast Darkness (2 times/long rest) for 10 minutes at a time.
Bring Friends. The baby Shadow Amphiptere is able to summon 2 [creature]Shadow[/creature]s at a time (4 times/long rest), to a maximum of 4 [creature]Shadow[/creature]s at a time, for 10 minutes.
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 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.
Shadow Jump (Recharge 5-6). If the baby Shadow Amphiptere is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 15(2d12 + 2) necrotic damage. The baby Shadow Amphiptere then magically teleports up to 30 feet to an unoccupied space it can see. It can bring one creature it's latched onto, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.
Into the Dark. The baby Shadow Amphiptere can latch onto and follow others who shadow step.
Description
A small, serpentine dragon with wings, with shimmery black scales. Wisps of shadow or smoke - you can't really tell - trail from the creature as it moves.
No, the baby cannot carry you and give you flight. Do not ask, or the baby will try anyway and end up attacking you on accident.
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