Shadow

Monster Manual (2025) p. 272

Size
Medium
Type
undead
Alignment
chaotic evil
AC
12
Initiative
2
Hit Points
27 (5d8+5)
Speed
walk 40 ft.
Skills
Stealth +6
Resistances
acid, cold, fire, lightning, thunder
Immunities
necrotic, poison
Condition Immunities
exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 60 ft.
Passive Perception
10
Challenge
1/2
Environment
planar (shadowfell), underdark, urban
STR
6
−2
DEX
14
+2
CON
13
+1
INT
6
−2
WIS
10
+0
CHA
8
−1

Traits

Proficiency Bonus

+2

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.

Shadow Stealth (Bonus Action)

While in Dim Light or Darkness, the shadow takes the Hide action.

Other data

description

Shadows are incorporeal Undead that feed on life. They resent the living for possessing the potential and vitality lost to them. Shadows lurk in dark, lonely places, typically sites that were meaningful to them in life or cursed places with ties to death, sinister magic, or the Shadowfell. Their victims rise as new shadows and prey on the living. Shadows might resemble the silhouettes of who they were in life or take on more menacing forms. Roll on or choose a result from the Shadow Shapes table to inspire a shadow's form and haunting.

Shadow Shapes:

1d6The Shadow Appears As...
1A distorted stalker that lurks in the woods.
2A fiend that dwells near a wicked ritual site.
3Grasping hands that haunt a miser's home.
4A grim storybook character that follows those who speak its name.
5Its target, acting in eerie pantomime.
6An ominous priest that haunts a defiled site.