Armor Class
16
Natural
Hit Points
63
(10d10 + 3)
Speed
40 ft.
STR
8
(-1)
DEX
16
(+3)
CON
15
(+2)
INT
8
(-1)
WIS
12
(+1)
CHA
10
(+0)
Skills
Stealth +4
Damage Vulnerabilities
Radiant
Damage Resistances
Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Necrotic, Poison
Condition Immunities
Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses
Darkvision 60 ft., Passive Perception 10
Languages
--
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Deafening Whispers. (Unique) While within 30 feet, creatures must succeed on a DC 12 Constitution save or fall unconscious for 10 minutes. On a save, creature is unaffected for duration.
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.
Actions
Draining Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 4) Slashing damage plus (4d6) necrotic damage and the target's max HP is reduced by the amount of necrotic damage. The reduction lasts until the target finishes a long rest or a greater restoration.
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