18 (plate)
161 (17d10 + 68)
40 ft.
Perception +7, Stealth +7
radiant
necrotic, poison
charmed, exhausted, paralyzed, poisoned
darkvision 120 ft.
Undercommon
13
The shadow lord's innate spellcasting ability is Wisdom (spell save DC 15). The shadow lord can innately cast the following spells, requiring no components. • At will: prestidigitation • 1/Day: blur, darkness, mirror image
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 lord makes three attacks.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 13 (3d8) necrotic damage.
Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 13 (3d8) necrotic damage.
Up to six 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.