Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Negative Energy Aura. Creatures within 5ft. of the shadow cannot regain hit points.
Shadow Shroud. As a bonus action, the shadow magically transports, along with any equipment it is wearing or carrying, up to 30 feet to a space it can see. It can also turn invisible until it attacks, either before or after it teleports. If the shadow takes radiant damage, this trait does not function until the end of its next turn.
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.
Scrying Haunt. Once per day, the shadow can attempt to scry on a creature with which it is familiar. On a successful DC 15 Charisma check, it succeeds and can choose to haunt the target of the scrying. The haunting can involve projecting an image of the shadow to within 30 feet of the target; or, the shadow can enter the dreams of the target and anyone within 10 feet. The shadow can modify the dreams of the target, including sight and sound, for up to 10 minutes. The projected image of the shadow, if in the waking world, does not make sound and can only be seen by the target of the haunt.
Multiattack. The shadow makes two melee attacks.
Strength Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. If the attack is made with advantage, it deals an additional (2d6) necrotic damage. 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.
Annihilating Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d8 + 3) necrotic damage. If the attack is made with advantage, it deals an additional (2d8) necrotic damage5
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