ᚲᚹᛁᚲᚱ ᛋᚲᚢᚷᚷᛁ
The spirit of the shadows is a fearsome thing, a spirit of the British Isles that seeks only to destroy the humans who are the source of the shadows. The spirit of the shadows cannot destroy the sun, so it destroys the next best thing, humanity.
A living shadow appears to be a jet-black silhouette of a living creature.
Medium undead, evil
Armor Class 13
Hit Points 54 (12d8)
Speed 0, fly 40 ft
Str 7 (-2) Dex 16 (+3) Con 10 (+0)
Int 10 (+0) Wis 12 (+1) Cha 18 (+4)
Saving Throws CHA +7
Skills Perception +4, Stealth +6
Condition Immunities bleeding, charmed, distracted, dreamy, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, woozy
Damage Immunities cold, necrotic, poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; acid, fire, lightning, thunder
Damage Vulnerabilities radiant
Senses darkvision 60 ft, passive Perception 14
Languages the language of the person who speaks to it
Reaction to great fear
Challenge 6 (2,300 XP)
Immaterial Sight. A living shadow can see 60 ft in every direction, unimpeded by darkness or cover.
Immateriality (3/day). As a bonus action, a living shadow becomes immaterial and is immune to damage from non-magical attacks.
Incorporeal Movement. A living shadow can move through other creatures and objects as if they were difficult terrain. It takes 6 (1d10) force damage if it ends its turn inside an object.
Shadowy Body. A living shadow’s body is naturally dark. Unless the living shadow is in direct light, all attack rolls against it are rolled at disadvantage. An attacker is immune to this effect if it doesn’t rely on sight or can see through illusions.
ACTIONS
Multiattack. A living shadow can make two shadow touch attacks per turn.
Shadowy Touch. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 14 (4d6) cold damage.
Shadowy Terrors (recharge 5-6). A living shadow sends the manifestations of night terrors at every creature within a 30-foot cone. Each creature inside the area on a DC 14 DEX saving throw or take 28 (8d6) cold damage and gain the blinded and paralyzed conditions (from terror).
An affected creature can take additional saving throws at the end of their turn to end the effects.
MOTIVES
Living shadows are driven by their desire to blot out the light of humanity.
ALLIES
Living shadows work alone; when summoned, they very reluctantly work with other summoned creatures.