Shroud

Medium undead, Neutral Evil

Armor Class

13 (natural armor)

Hit Points

9 (2d8)

Speed

walk 0 ft., fly 30 ft. (hover)

Skills

Stealth +3

Damage Resistances

acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Vulnerabilities

radiant

Damage Immunities

necrotic, poison

Condition Immunities

exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

darkvision 60 ft.

Languages

Common

Challenge

1/8

Amorphous

The shroud can move through a space as narrow as 1 inch wide without squeezing.

Shadow Evolution

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.

Shroud Stealth

When in dim light or darkness, the shroud can take the Hide action as a bonus action.

Sunlight Weakness

While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain

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.