Shadow Master | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Shadow Master CR: 5

Medium undead, chaotic evil
Armor Class: 17
Hit Points: 58 (9d8+18) 9d8+18
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 20 ft , climb: 20 ft

STR

11 +0

DEX

18 +4

CON

17 +3

INT

12 +1

WIS

16 +3

CHA

8 -1

Saving Throws: Str +3, Dex +7
Skills: Acrobatics +7, Insight +6, Stealth +7
Damage Vulnerabilities: radiant
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned
Senses: passive Perception 13
Languages: Common, Sandsmian
Challenge Rating: 5

Shadow Target. The shadow can only target the victim of its illusion. To its victim, it does not appear as a shadow, but a real, physical being; to others, however, the shadow appears only as a shadow; no discernible features can be made out. Additionally, other shadows and their victims are not detectable by the victim of this shadow, the illusion only ending once all shadows targeting the victim have been defeated.   Tough Skin. When taking 2 or less bludgeoning, piercing, or slashing damage, the shadow master ignores the damage taken.   Empowered Strikes. The shadow master's attacks are consider magical for the purpose of overcoming resistance and immunity.   Evasion. When the shadow master is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage on a failed save.   Slow Fall. When falling, the shadow master can use its reaction to reduce any falling damage by 45.   Stunning Strike (Recharge 5-6). When the shadow master hits a creature with a quarterstaff attack, the target must make a DC 14 Constitution saving throw. On a failed save, the target is stunned until the end of the shadow master's next turn.   Unarmored Defense. While the shadow master is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The shadow master makes two attacks with its quarterstaff and one unarmed strike.   Quarterstaff. Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft, one target. Hit: 8 (1d8+4) 1d8+4 bludgeoning damage.   Unarmed Strike. Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft, one target. Hit: 9 (1d6+1d4+4) 1d6+1d4+4 bludgeoning damage.   Quickened Step (Recharge 4-6). The shadow master takes the Dash, Disengage, or Dodge action as a bonus action.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the shadow master deflects the missile. The damage it takes from the attack is reduced by 1d10+13 1d10+13 . If the damage is reduced to 0, the shadow master catches the missile if its small enough to hold in one hand and the shadow master has a free hand.

An illusion of Plin's highest master created to have him relive his banishment from his homeland.

Suggested Environments

Zirithar's Chamber


Created by

spywilliam123.

Statblock Type

Monster

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