Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Battle Readiness. The shadow has advantage on initiative rolls.
Improved Critical. The shadow's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Special Equipment. The shadow is attuned to a Coiling Grasp Tattoo.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Extra Attack. The shadow makes two Strength Drain Sabre attacks.
Strength Drain Sabre. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) 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.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Grasping Tendrils. While the tattoo is on the shadow's form, he can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away, or if the shadow uses this tattoo on a different creature.
Second Wind. The shadow can use a bonus action on its turn to regain hit points equal to 1d10 + its challenge rating. Once it uses this feature, it must finish a short or long rest before it can use it again.
Defender. The shadow can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the shadow, provided the shadow can see the attacker.






