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MM

Shadow CR: 1/2

Medium undead, chaotic evil
Armor Class: 12
Hit Points: 16 3d8+3
Speed: 40 ft

STR

6 -2

DEX

14 +2

CON

13 +1

INT

6 -2

WIS

10 +0

CHA

8 -1

Skills: Stealth +4
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
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

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.   Undead Nature. A shadow doesn't require air, food, drink, or sleep.

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.

Shadows are undead that resemble dark exaggerations of humanoid shadows.

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