Shadow Beast
Medium Fey Chaotic Evil
- Armor Class: 15
- Hit Points: 112 (15d8 + 45)
- Speed: walk 40 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: Tome of Beasts 2023, page 324
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
20 (+5) |
17 (+3) |
14 (+2) |
14 (+2) |
19 (+4) |
- Saving Throws: Con +6, Wis +5
- Skills: Stealth +8
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, restrained
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Common, Elvish, Umbral, Void Speech
Special Abilities
- Incorporeal Movement: The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Magic Resistance: The shadow beast has advantage on saving throws against spells and other magical effects.
- Shadow Weapons: The shadow beast's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack).
- Sunlight Sensitivity: While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Multiattack: The shadow beast makes one Bite attack and two Claw attacks.
- Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.
- Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage.
- Frightful Shadows (Recharge 5-6): The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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