# Shadow Beast *Medium* *Fey* *Chaotic Evil* - **Armor Class:** 15 - **Hit Points:** 112 (15d8 + 45) - **Speed:** walk 40 ft. - **Challenge Rating:** 7 (2,900 XP) - **Source:** Tome of Beasts 2023, page 324 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 6 (-2) | 20 (+5) | 17 (+3) | 14 (+2) | 14 (+2) | 19 (+4) | - **Saving Throws**: Con +6, Wis +5 - **Skills:** Stealth +8 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, restrained - **Senses:** darkvision 60 ft., passive Perception 12 - **Languages:** Common, Elvish, Umbral, Void Speech ### Special Abilities - **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. ### Actions - **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.