13 (natural armor)
9 (2d8)
walk 0 ft., fly 30 ft. (hover)
Stealth +3
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
radiant
necrotic, poison
exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft.
Common
1/8
The shroud can move through a space as narrow as 1 inch wide without squeezing.
Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities.
When in dim light or darkness, the shroud can take the Hide action as a bonus action.
While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength 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 rises from the corpse 1d4 hours later.