20 (+2 studded leather)
104 (16d8 + 32)
30 ft.
Dex +10, Int +8, Cha +8
Acrobatics +10, Deception +8, Perception +7, Persuasion +8, Sleight of Hand +10, Stealth +10
Common, thieves' cant, and two others
11
On each of his turns, the Shadow can use a bonus action to take the Dash, Disengage, or Hide action.
If the Shadow is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Shadow instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
The Shadow can use a bonus action granted by the Cunning Action to make a Dexterity (Sleight of Hand) check, use his thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Climbing no longer costs the Shadow extra movement. When making a running jump, the distance he covers increases by 6 feet.
The Shadow deals an extra 28 (8d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Shadow that isn't incapacitated and the Shadow doesn't have disadvantage on the attack roll.
The Shadow has advantage on a Dexterity (Stealth) check if he moves no more than half his speed on the same turn.
The Shadow makes two attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage plus 17 (5d6) poison damage.