Shadow Knight

Medium undead, lawful evil

Armor Class

18 (plate)

Hit Points

78 (12d8 + 24)

Speed

30 ft.

Skills

Perception +4, Stealth +5

Damage Vulnerabilities

radiant

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhausted, paralyzed, poisoned

Senses

darkvision 60 ft.

Languages

Undercommon

Challenge

6

Shadow Jump

As a bonus action, the shadow knight can teleport up to 30 ft. to an unoccupied space it can see. Both the space it teleports from and the destination space must be in dim light or darkness. The shadow knight can use this ability between the weapon attacks of another action it takes.

Sunlight Sensitivity

While in sunlight, the shadow knight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The shadow knight makes two attacks.

Darksword

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage plus 4 (1d8) necrotic damage.

Grave Bolts

Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 3 (1d6) necrotic damage.

Summon Shadows (1/Day)

Two shadows appear in an unoccupied space within 30 feet of the shadow knight and remain until destroyed. Shadows summoned in this way roll initiative and act in the next available turn.