Armor Class 15
Hit Points 112 (15d8 + 45)
Speed 40 ft.
Saving Throws Con +6, Wis +5
Skills Stealth +8
Damage Immunities False
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Umbral, Void Speech
Challenge 7 (2,900 XP)
Incorporeal Movement. The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magic Resistance. The shadow beast has advantage on saving throws against spells and other magical effects.
Shadow Weapons. The shadow beast's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack).
Sunlight Sensitivity. While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The shadow beast makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage.
Frightful Shadows (Recharge 5-6). The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.