HP 1 (bloodied -)
Speed 0 ft.
Proficiency +2; Maneuver DC 12
Skills Stealth +4
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed , fatigue , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained
Senses darkvision 120 ft., passive Perception 10
Amorphous. The shadow claw can pass through an opening as narrow as 1 inch wide without squeezing.
Sunlight Weakness. While in sunlight, the shadow claw has disadvantage on attack rolls , ability checks , and saving throws .
Undead Nature. A shadow claw doesn’t require air, sustenance, or sleep.
Claw. Melee Weapon Attack: +4 to hit, reach 30 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target makes a DC 12 Constitution saving throw . On a failure, the target is cursed until it finishes a short or long rest or is the subject of remove curse or a similar spell. While cursed, the target makes attack rolls, Strength checks, and Strength saving throws with disadvantage . If the target dies while cursed, a new undead shadow rises from the corpse in 1d4 hours, the corpse no longer casts a natural shadow, and the target can’t be raised from the dead until the new shadow is destroyed.
Shadow Sneak. The shadow claw takes the Hide action even if
only by dim light or darkness.
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 When a person dies in the dark, their spirit may rise again as a shadow. Necromancers and undead (including other shadows) can create shadows, as well.
DC 15 Like moths drawn to a flame, shadows crave light, but they are greatly weakened when they enter it.
DC 20 Shadows drain the strength from living creatures they touch. If a shadow kills you, it steals your shadow, and you can’t be raised from the dead until it is returned.
A shadow claw has the statistics of a shadow , but has a Speed of 0, a reach of 30 feet, and 1 hit point.
1 A corpse that doesn’t cast a shadow
2 Drops of blood; nearby, a tipped-over lantern and a smashed oil flask
3 Torches dim and lanterns gutter
4 DC 14 Perception check: your shadows act independently