Shade
A shade keeps the habits of the life it had and none of the reasons for them. They walk the routes they used to walk, on decks that have been empty for years.
- Physiology
- Aberration, Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 15
- Hit points
- 78 (12d8 + 24)
- Proficiency
- +2
- STR 13 +1 save +1
- DEX 18 +4 save +6
- CON 15 +2 save +2
- INT 13 +1 save +1
- WIS 15 +2 save +4
- CHA 12 +1 save +1
- Skills
- Stealth +8 , Perception +4
- Passive Perception
- 14
- Senses
- darkvision 120 ft.
- Languages
- Common, Netherspeech
- Damage resistances
- necrotic, psychic
- Condition immunities
- frightened
- Found in
- Rift Breach , Derelict Hull
Spells
Channels with CHA. Save DC 11, spell attack +3 .
A shade casts the spells it knew in life, out of habit.
- At will Darkness , Minor Illusion
- 1/day each Misty Step , Pass without Trace
Traits
-
Shadow Step
As a bonus action in dim light or darkness, teleports up to 60 feet to another space in dim light or darkness.
-
Light Sensitivity
Has disadvantage on attack rolls and Perception checks in bright light.
Actions
-
Cold Touch
+6 to hit · reach 5 ft.
2d6 + 4 necrotic damage
Two attacks. A creature hit has its speed reduced by 10 feet until the end of its next turn.
-
Step Through Reaction
When a creature within 60 feet blocks a corridor, door or passage the shade habitually uses, the shade teleports through shadow to the far side of that creature and makes one Cold Touch attack.