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Shadow

Medium Undead, chaotic evil

CR 1/2

100 XP

AC: 12
HP: 16 (3d8+3)
Speed: walk 40 ft.
Skills: Stealth +4
Senses: darkvision 60 ft., passive Perception 10
Languages:
STR
6
-2
DEX
14
+2
CON
13
+1
INT
6
-2
WIS
10
+0
CHA
8
-1

Special Abilities

Amorphous

The shadow can move through a space as narrow as 1 inch wide without squeezing.

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

Strength Drain

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) 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.

Quick Reference

Challenge: CR 1/2
Type: Undead
Size: Medium
Alignment: chaotic evil
Best for party of 4 at level 1-3

Running This Encounter

Shadows are incorporeal undead that thrive in darkness and dim light, becoming nearly invisible to unprepared adventurers. Use them to create atmosphere and tension in dungeon exploration, allowing them to ambush from darkened corners or emerge from magical darkness. Have them flee toward deeper shadows or magical darkness sources when significantly threatened. Consider using multiple shadows together to pose a credible threat, as individual shadows are relatively weak.

Combat Tactics

Shadows use hit-and-run tactics, attacking from darkness and retreating when threatened. They prioritize isolated targets and those without bright light sources, focusing on creatures they can separate from the group. They'll attempt to grapple targets into darker areas to gain advantage on attacks.

Environment & Setting

Shadows naturally inhabit dungeons, crypts, and caves with minimal light, as well as areas affected by magical darkness spells or shadow magic. Ideal encounters include torch-lit corridors with numerous dark alcoves, underground chambers, or cursed temples where light sources are scarce or unreliable.

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