AC
12
Initiative
+2 (12)
HP
27
(5d8 + 5)
Speed
40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 14 | +2 | +2 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | −1 | −1 |
Skills
Stealth +6
Vulnerabilities
Radiant
Resistances
Acid, Cold, Fire, Lightning, Thunder
Immunities
Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
None
CR
1/2 (XP 100; PB +2)
Traits
Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.
Actions
Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later.
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Posted May 31, 2026Torch wont help. New rules clearly say daylight is required. Torchlight doesn't affect them, other than possibly removing their free hide.
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Posted Jun 1, 2026Am I the only person that tailors all their monsters for their group? As a DM you can easily make a rule that PC's never dip below 1 since they are "heroes" or you can have holy torches that can keep the shadows at bay.... Not sure why people are stuck on these "this is how it is" kinda arguments in games. Just have fun cats, relax.