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.

medium
undead
cr1/8
tome-of-beasts