Evasion: If the Cloaked Shademar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.
Sneak Attack (1/Turn): The Cloaked Shademar deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Cloaked Shadow that isn't incapacitated and the Cloaked Shademar doesn't have disadvantage on the attack roll.
Shades Step: As a bonus action, the Cloaked Shademar magically teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness.
Multiattack: The Cloaked Shademar makes two dagger attacks.
Dagger: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Smoke Bomb (Recharge 5-6): The Cloaked Shademar throws a smoke bomb at a point it can see within 30 feet. The area becomes heavily obscured in a 15-foot radius for 1 minute. The smoke dissipates if a strong wind (at least 10 miles per hour) blows it away or if a light or stronger magical effect dispels it.
Description
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