Shadow Lord

Large undead, lawful evil

Armor Class

18 (plate)

Hit Points

161 (17d10 + 68)

Speed

40 ft.

Skills

Perception +7, Stealth +7

Damage Vulnerabilities

radiant

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhausted, paralyzed, poisoned

Senses

darkvision 120 ft.

Languages

Undercommon

Challenge

13

Innate Spellcasting

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

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 lord makes three attacks.

Darksword

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 13 (3d8) necrotic damage.

Grave Bolts

Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 13 (3d8) necrotic damage.

Summon Shadows (1/Day)

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.