Shroud
Medium undead, neutral evil
Armor Class
13 (natural armor)
Hit Points
9 (2d8)
Speed
0 ft., fly 30 ft. (hover)
STR
4 (-3)
DEX
13 (+1)
CON
10 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
8 (-1)
Damage Immunities
necrotic, poison
Damage Resistances
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Vulnerabilities
radiant
Condition Immunities
exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 10
Skills
Stealth +3
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.