Free interactive D&D 5e SRD stat block

Shadow

Medium Undead, CR 1/2, AC 12, 27 HP. Chaotic Evil.

Medium Undead, Chaotic Evil

AC
12
Initiative
+2 (12)
HP
27 (5d8+5)
Speed
40 ft.
ScoreModSave
STR 6 -2 -2
DEX 14 +2 +2
CON 13 +1 +1
INT 6 -2 -2
WIS 10 +0 +0
CHA 8 -1 -1
Skills
Stealth +6
Resistances
Acid, Cold, Fire, Lightning, Thunder
Immunities
Necrotic, Poison, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Vulnerabilities
Radiant
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
None
CR
1/2 (XP 100; PB +2)

Traits

Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.

Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.

Actions

Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later.

Bonus Actions

Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.

How to run Shadow

A shadow is a horror encounter dressed as a CR 1/2 stat block. The damage is moderate and the HP is small, but every Draining Swipe permanently reduces the target's Strength by 1d4, and a slain Humanoid rises as a new shadow within 1d4 hours. A patient pair of shadows in an unlit crypt can wipe a low-level party not by killing them in the moment but by leaving the survivors weaker and more numerous on the next encounter.

Lights are the entire fight. The shadow is Vulnerable to Radiant and has Sunlight Weakness (Disadvantage on D20 tests in sunlight), but resists Acid, Cold, Fire, Lightning, and Thunder, plus immunity to Necrotic and Poison. A cleric's Sacred Flame doubles on a failed Dex save while the wizard's Fireball is shrugged off. Telegraph this before initiative. Have the party find a half-eaten lantern oiler with a holy symbol clutched in his hand.

Open with Shadow Stealth. As a bonus action in Dim Light or Darkness, the shadow takes Hide. Stealth +6 against a party that has been operating in dim light for three rooms is plenty to land Surprise on the rogue at the back of the marching order. The shadow drifts up through the floor (Amorphous moves through a 1-inch gap), Draining Swipes the trailing PC for 1d4 Strength, and dissolves back into the wall before the party can react. Repeat twice in a corridor and the fighter is wielding a longsword at Strength 11.

Retreat is automatic. Once a shadow is below half HP and there is darkness nearby, it dissolves through the wall and follows the party into the next dim corridor. The encounter does not end when initiative ends. Keep the shadows on the sheet for the rest of the dungeon.

Roll the new-shadow timer in front of the players. They should know exactly when their dead friend is going to stand up.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
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