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