THE SHARED REFERENCE Adventurer

Monster

Hulking Shadow

Outside your table’s allowed sources

Official reference · DSotDQ · 2014

Creature type
Undead
Size
Large
Armor class
14 (natural armor)
Hit points
133 (14d10 + 56)
Speed
Walk 20 ft.
Challenge rating
9
Alignment
Unaligned
Strength
20
Dexterity
9
Constitution
18
Intelligence
3
Wisdom
8
Charisma
1
Passive Perception
9
Senses
darkvision 60 ft.
Languages
understands the languages of its creator but can't speak
Immunities
acid, poison, psychic, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't adamantine; cond: True
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Traits

Acid Absorption

Whenever the shadow is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk

Whenever the shadow starts its turn with 60 hit points or fewer, roll a d6. On a 6, the shadow goes berserk. On each of its turns while berserk, the shadow attacks the nearest creature it can see. If no creature is near enough to move to and attack, the shadow attacks an object, with preference for an object smaller than itself. Once the shadow goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Immutable Form

The shadow is immune to any spell or effect that would alter its form.

Magic Resistance

The shadow has advantage on saving throws against spells and other magical effects.

Magic Weapons

The shadow's weapon attacks are magical.

Actions

Multiattack

The shadow makes two slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5–6)

Until the end of its next turn, the shadow magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

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