13
45 (7d8 + 14)
30 ft.
Perception +2, Stealth +5
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
necrotic, poison
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
darkvision 90 ft.
Common, Sylvan
4
The shadow man can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends it turn inside an object.
While in dim light or darkness, the shadow man can take the Hide action as a bonus action.
While in sunlight, the shadow man has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage and one of the target's ability scores is reduced by 1d4. The target dies if this reduces any ability score to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow man rises from the corpse one hour later.