Bestiary · Aberration

Shade PR 4

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.

Shade, drawn at Medium scale
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.

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.