Shroud

Shroud

Medium undead, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 9 (2d8)
  • Speed 0 ft., fly 30 ft.
  • STR
    4 (-3)
  • DEX
    13 (+1)
  • CON
    10 (+0)
  • INT
    2 (-4)
  • WIS
    10 (+0)
  • CHA
    8 (-1)
  • Skills Stealth +3
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 1/8 (25 XP)
  • Amorphous. The shroud can move through a space as narrow as 1 inch wide without squeezing.
  • Shadow Evolution. Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities.
  • Shroud Stealth. When in dim light or darkness, the shroud can take the Hide action as a bonus action.
  • Sunlight Weakness. While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.

Actions

  • Strength Drain. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. 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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.