The Living Shadow. In her ascension, Umbra became something unseen before. Her body became wasted and insubstantial, and light failed in any attempts to reach it. Her unique physiology gives her a number of benefits.
Photosensitivity. While in bright light, Umbra has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Shadow Cast. While in dim light or darkness, Umbra can ignore the somatic and verbal components of spells.
Beyond Sense. While in darkness, Umbra is invisible to any creature that relies on darkvision to see her in that darkness.
Celestial Form. When Umbra falls below half (60) hitpoints she exposes her celestial form. In her celestial form, Umbra is a void of pure blackness. While in her form, she exudes non-magical darkness in a 10 ft. radius. This darkness can only be displaced by direct sunlight, or its equivalent. In addition, the area covered by darkness is considered to be under the effect of the silence spell.
Spellcasting. Umbra is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): chill touch, message, ray of frost
1st level (4 slots): ice knife, identify
2nd level (3 slots): darkness, misty step
3rd level (2 slots): counterspell, thunder step
Helm of Teleportation (3/Day). Umbra casts teleport using her spellcasting modifier.
Evasion. When Umbra is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Legendary Resistance (2/Day). If Umbra fails a saving throw, she can choose to succeed instead.
Amorphous Armament. Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning, piercing, or slashing damage (her choice). If Umbra has advantage on her attack roll with the amorphous armament and hits, then she deals an extra 21 (6d6) necrotic damage.
Sunken Shadow (4/Day). Umbra can sink herself and up to one other creature into a shadow. Any creatures sunken in this way have a +10 to Stealth checks and move along with whatever object/creature is casting the shadow. Those in the shadow count as being within 5 ft. of whatever is casting it, and -if their presence is known- can be targeted as though they were invisible. A sunken creature can appear at will in an unoccupied space within 5ft. the object/creature is casting the shadow.
Lighteater (4/Day). Umbra halves the radius of all light sources within 120 ft. of her until the beginning of her next turn. She gains 3 temporary hitpoints for each light source impaired in this way.
Cunning Action. Umbra can take the dash, disengage, or hide action as a bonus action.
Divine Grace (1/Day). Umbra heals herself or another creature within 5 ft. of her for 28 (8d4 + 8) hitpoints.
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