18 (plate)
78 (12d8 + 24)
30 ft.
Perception +4, Stealth +5
radiant
necrotic, poison
charmed, exhausted, paralyzed, poisoned
darkvision 60 ft.
Undercommon
6
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.
While in sunlight, the shadow knight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The shadow knight makes two attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage plus 4 (1d8) necrotic damage.
Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 3 (1d6) necrotic damage.
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.