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Shadows, Expanded

Undead Monsters that Grow in the Dark
by /u/aeyana

Anatomy of a Shadow

Shadows are undead that resemble dark exaggerations of humanoid shadows. Born from the basest impulses cast aside by good and pious creatures, shadows are creatures highly amorphous in nature.

Amalgamation. The repressed darkness of myriad creatures join together into grotesque beings. Shadows seek vitaliy as they seek one another, for both will bring them heightened strength. Draggting a creature to its demise spawns new shadows, while coagulating and melting together forms long shadows of increased power.

Undead Nature. A shadow doesn't require air, food, drink, or sleep.

Strength in Numbers

Shadows seek the pious living in order to create new shadows to haunt the world. It is with these overwhelming numbers that shadows hunt. Working together to hunt down their prey, shadows in large numbers can easily overwhelm a single creature. This in turn leads to the rise of new shadows, increasing the group's lethality.

Amass the Darkness

Once a large enough group has formed, the shadows will begin melding together, fusing into a larger and more formidable shadow. These fused shadows are tougher and serve as defensive bastions to the weaker shadows. These fused shadows represent not the base natures of a single creature, but rather the shared dark desires of many.

Whirlpool of Darkness

As more and more shadows fuse together, they will eventually assume the form of a huge mighty shadow. Once it has reached this phase, the shadow gains the ability to suck the vitality from everything around it. It is at this point where shadows begin to hunt alone. The basest natures and darkest desires of the fallen creatures are unrecognizable now, and within the shadow rolls the dark sins of many creatures merged together.

Darkest Hour

If allowed to feed uncontrolled, a massive shadow titan will form. This form transcends the power of mere fallen mortals, and is composed of the darkness of life itself. Hundreds of different tormented souls tumble and weave through the hulking form, each screaming out its own dark desires. The vitality-draining siphon of the shadow extends, and the titan casts an everlasting fog of magical darkness, protecting it even from the light of the sun.

 

Shadow

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

  • Skills Stealth +4 (+6 in dim light or darkness)
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Amorphous. The Shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the Shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the Shadow has disadvantage on attack rolls, ability checks, and saving throws.

Long Shadows. If the Shadow has drained 5 points of Strength, it grows into a Shadow Juggernaut. Any damage dealt carries over to the new form.

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until it finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new Shadow rises from the corpse 1d4 hours later. Undead and constructs do not suffer the Strength score reduction.

Fused Shadows. Six Shadows can merge into one Shadow Juggernaut. It has hit points equal to the sum of the Shadows, but cannot exceed its max hit points. For every point of Strength drained by the Shadows, the Shadow Juggernaut gains temporary 5 hit points.

SHADOWS: INTRODUCTION

Shadow Juggernaut

Large undead, chaotic evil


  • Armor Class 13
  • Hit Points 60 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)

  • Skills Stealth +4 (+6 in dim light or darkness)
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

Amorphous. The Shadow Juggernaut can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the Shadow Juggernaut can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the Shadow Juggernaut has disadvantage on attack rolls, ability checks, and saving throws.

Long Shadows. If the Shadow Juggernaut has drained 10 points of Strength, it grows into a Shadow Behemoth. Any damage dealt carries over to the new form.

Actions

Multiattack. The Shadow Juggernaut makes two Strength Drain attacks.

Strength Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit 12 (2d8 + 3) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until it finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new Shadow rises from the corpse 1d4 hours later. Undead and constructs do not suffer the Strength score reduction.

Fused Shadows. Four Shadow Juggernauts can merge into one Shadow Behemoth. It has hit points equal to the sum of the Shadow Juggernauts, but cannot exceed its max hit points. For every point of Strength drained by the Shadow Juggernauts, the Shadow Behemoth gains 5 temporary hit points.


Shadow Behemoth

Huge undead, chaotic evil


  • Armor Class 15
  • Hit Points 150 (13d12 + 65)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 6 (-2) 10 (+0) 8 (-1)

  • Skills Stealth +5 (+7 in dim light or darkness)
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 9 (5,000 XP)

Amorphous. The Shadow Behemoth can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the Shadow Behemoth can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the Shadow Behemoth has disadvantage on attack rolls, ability checks, and saving throws.

Long Shadows. If the Shadow Behemoth has drained 20 points of Strength, it grows into a Shadow Titan. Any damage dealt carries over to the new form.

Actions

Multiattack. The Shadow Behemoth makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit 14 (2d8 + 5) bludgeoning damage and 5 (1d8) necrotic damage.

Strength Siphon (Recharge 5-6). Each creature within 10 ft. of the Shadow Behemoth makes a DC 18 Constitution saving throw. On a fail, the creature's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until it finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new Shadow rises from the corpse immediately. Undead and constructs do not suffer the Strength score reduction.

Fused Shadows. Three Shadow Behemoths can merge into one Shadow Titan. It has hit points equal to the sum of the Shadow Behemoths, but cannot exceed its max hit points. For every point of Strength drained by the Shadow Behemoths, the Shadow Titan gains 5 temporary hit points.

SHADOWS: JUGGERNAUT & BEHEMOTH


Shadow Titan

Gargantuan undead, chaotic evil


  • Armor Class 17
  • Hit Points 315 (18d20 + 126)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 25 (+7) 6 (-2) 10 (+0) 8 (-1)

  • Skills Stealth +5 (+7 in dim light or darkness)
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft. (ignores magical darkness), passive Perception 10
  • Languages
  • Challenge 18 (20,000 XP)

Amorphous. The Shadow Titan can move through a space as narrow as 1 inch wide without squeezing.

Aura of Shadows. The Shadow Titan emits magical darkness around it in for 20 ft., and dim light for another 20 ft. beyond that.

Strength Absorption. The Shadow Titan regains 5 hit points for every point of Strength it drains.

Shadow Absorption. The Shadow Titan will gain the remaining hit points for each Shadow, Shadow Juggernaut, or Shadow Behemoth that merges with it. If the Shadow Titan is at its maximum hit points, it will be unable to benefit from this feature.

Magical Weapons. The Shadow Titan's slam and tail attacks are considered magical for the purpose of overcoming resistances and immunities.

Legendary Resistance (3/Day). If the Shadow Titan fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Shadow Titan makes three attacks: two with its slam and one with its tail.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit 16 (2d8 + 7) bludgeoning damage and 9 (2d8) necrotic damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one creature. Hit 18 (2d10 + 7) piercing damage and 11 (2d10) necrotic damage. . If the target is medium or smaller, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, the Shadow Titan can automatically hit the target with its tail, and the Shadow Titan can't make tail attacks against other Targets.

Strength Siphon (Recharge 5-6). Each creature within 20 ft. of the Shadow Titan makes a DC 21 Constitution saving throw. On a fail, the creature's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until it finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new Shadow rises from the corpse immediately. Undead and constructs do not suffer the Strength score reduction.

Legendary Actions

The shadow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shadow regains spent legendary actions at the start of its turn.

Shadow Glide. The shadow moves up to half its movement without provoking attacks of opportunity.

Attack. The shadow makes a tail or slam attack.

Devour (Costs 2 Actions). The shadow pulls in a grappled creature. The creature must break the grapple or be swallowed by the Shadow Titan.

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Shadow Titan, and it must make a DC 21 Constitution saving throw start of each of the Shadow Titan's turns. On a fail, the creature's Strength score is reduced by 1.

If a non-evil humanoid dies from this effect, a new Shadow rises from the corpse immediately and fuses with the Shadow Titan. The corpse is left behind, ejected within 10 ft. of the Shadow Titan. Undead and constructs do not suffer the Strength score reduction.

If the Shadow Titan takes 30 damage or more on a single turn from a creature inside it, or takes any amount of radiant damage from a creature inside it, the Shadow Titan must succeed on a DC 21 Constitution saving throw at the end of that turn or eject all swallowed creatures, which fall prone in a space within 10 ft. of the Shadow Titan.

SHADOWS: TITAN

Running an Encounter

Presented here are some basic ideas on how to effectively run a Shadow encounter. While each campaign is different, and each group's playing style will vary, this lays out some basic mechanics that could be used in order to provide interesting and challenging encounters.

Low-Tier (Levels 1-4)

A level 1-4 party should be threatened by an encounter consisting of 4-5 basic Shadows. Keeping the number of Shadows under 6 means that the party will have some time to thin out the numbers before any of the Shadows grows into a Shadow Juggernaut. The Shadow's resistance to nonmagical weapons may pose problems to low-magic campaigns and make the encounter harder to deal with.

For increased danger and lethality, take advantage of the Shadows' natural stealth abilities and lure the party into unfavorable terrain, such as tight enclosed spaces with no access to light, as the Shadows can move through tight spaces with no trouble. This also protects the Shadows from ranged attacks, which they have few means of dealing with. Furthermore, having the shadows target the single most pious or good-aligned character will increase the lethality even further, forcing the party on the defensive.

Middle-Tier (Levels 5-10)

A level 5-10 party should be able to easily deal with up to 6 basic Shadows without much trouble. To present a tougher challenge, begin the encounter either with 9-12 basic shadows, or a fully formed Shadow Juggernaut and 3-5 basic Shadows supporting it. This immediately lays out a critical target, which the party may focus their fire at, which in turn gives the basic Shadows some time to grow.

Using a Shadow Juggernaut and some basic Shadows provides interesting priority decisions: should we get rid of the smaller Shadows first while the Shadow Juggernaut smashes us, or should we focus-fire the Shadow Juggernaut and risk the basic Shadows growing?

As with the low-tier encounter, the danger of this encounter can be increased by taking advantage of the Shadows' natural stealth ability. Dark enclosed spaces allow the Shadows to move through tight spaces while restricting the party's mobility. Again, this protects the Shadows from ranged attacks, which they have few means of dealing with. Furthermore, having the Shadow Juggernaut target the single most pious or good-aligned character will increase the lethality even further, forcing the party on the defensive.

High-Tier (Levels 11-16)

A level 11-16 party should be able to easily deal with up to 4 Shadow Juggernauts without much trouble. To present a tougher challenge, begin the encounter either with 30-40 basic Shadows, 6 fully formed Shadow Juggernauts, or a single Shadow Behemoth and if possible some easy prey (like villiagers or low-level mercenaries) to consume. Once the Shadow Behemoth utilizes its Strength Siphon, basic Shadows will form to support it. This again lays out a critical target and forces the party to make a decision.

Because Shadows' Strength Drain restores after a short or long rest, one way of increasing danger is to keep the party moving. This can be accomplished quite easily using the basic Shadows, especially if the party is in a crypt or otherwise dark and enclosed unholy ground. Because the Shadow Behemoth's Strength Siphon encompasses the area around it, it is preferable to have the party surround the Shadow Behemoth, or otherwise stand in a tight formation.

Top-Tier (Levels 17-20)

A level 17-20 party should be able to deal with a singe Shadow Behemoth, albeit not easilly. However, to create a spectacular and difficult encounter, begin the encounter with a single raging Shadow Behemoth surrounded by plenty of weak and easy prey (like villagers or low-level mercenaries) to consume. Once killed by the Shadow Behemoth's Strength Siphon, these souls will rise as basic Shadows immediately, adding both drama and increased challenge to the encounter.

This increases the encounter's difficulty two-fold: by providing the Shadow Behemoth with easy targets for Strength Siphon, the Shadow Behemoth can grow into a Shadow Titan. Meanwhile, the slain villagers also create more basic Shadows upon dying, which can aid the Shadow Behemoth in combat. This encounter does not necessarily have to be run underground or in a crypt setting, as when a Shadow Behemoth grows into a Shadow Titan, it loses its Sunlight Weakness.

The Aura of Shadows provides the Shadow Titan some protection against ranged attacks, as creatures unable to see through the magical darkness will be unable to directly see the titan, and therefore attacks at disadvantage.

Shadow Titan Lair Actions

If the party chooses to pursue a Shadow Titan back to its resting place, they may find themselves within the lair of the shadowy beast. These lair actions are provided in order to compensate for some of the Shadow Titan's weaknesses, and to highlight its strengths.

The Shadow Titan can use a lair action to harness the ambient darkness in its lair. On initiative count 20 (losing all initiative ties), the titan can use one of its lair action options, or forgo using any of them that round.

  • A tremor shakes the lair in a 60-ft. radius around the Shadow Titan. Each non-shadow creature on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • A burst of dark energy erupts out in a 60-ft. radius around the Shadow Titan. Each non-shadow creature must make a DC 15 Constitution saving throw. On a fail, the creature's Strength score is reduced by 1, and a basic Shadow enemy appears behind the creature. It acts on the Shadow Titan's initiative.
  • A dense vortex of dark energy forms around the Shadow Titan, reaching out in a 60-ft. radius. Each non-shadow creature must make a DC 15 Strength saving throw. On a fail, the creature is pulled 10 ft. towards the Shadow Titan.
SHADOWS: RUNNING AN ENCOUNTER

Casting Shadows

In order to create Shadows, many methods can be used. Some will feed a Shadow, allowing it to multiply, while others will use necromancy in order to draw the dark essense from fallen corpse.

Feeding and Farming

For many nefarious villains, increasing the size of a Shadow army comes as an appealing prospect. Once a single Shadow has been obtained, non-evil humanoids (usually innocent unsuspecting people) can be corralled into the Shadow's clutches. Once they fall victim to Shadow's Strength Drain, they will become Shadows as well in 1d4 hours. This method can be used to economically raise a large fighting force of Shadows, but comes with many dangers and difficulties.

First, the Shadows act on their own volition, as they are not under the command of any control magics.

Second, the disappearance of many people will likely raise suspicion, and perhaps lead to investigation of the Shadow farm.

Third, the creation of new Shadows is slow and arduous, as it takes 1d4 hours in order to raise a new Shadow.

Fourth, a single Shadow must first be obtained in order to start the farm. This is regarded by many as one of the most difficult steps in the process.

Necromancy

Necromancers can channel their arcane energies into raising packs of Shadows, either to hunt their enemies or to guard their domains. A high level Necromancers can theoretically raise an army of Shadows that is permanently under his or her control using the Finger of Death spell.

Animate Dead

This spell can be used on the remains of a non-evil humanoid. The humanoid becomes a Shadow instead of a Zombie or Skeleton, and behaves as the spell describes.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Shadows for each slot above 3rd.

Create Undead

This spell can be used on the remains of up to three non-evil humanoids. The humanoids become Shadows instead of Ghouls, and behave as the spell describes.

At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four Shadows. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five Shadows or one Shadow Juggernaut. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six Shadows or two Shadow Juggernauts.

Finger of Death

At Higher Levels: When you cast this spell using a 9th level slot, you can instead cause a non-evil humanoid killed by this spell to rise at the start of your next turn as a Shadow instead of a Zombie. It is permanently under your command, following your verbal orders to the best of its ability.

Summoning

Interplanar portals are precarious and exceedingly rare. If a malevolent entity were to find a portal to the Shadowfell, they would be capable of bringing in vast numbers of Shadows and unleashing them on the world.

These Shadow are volatile and dangerous, as they act on their own volition, and will seek to hunt down non-evil humanoids to bolster their numbers. For those seeking to unable to create a Shadow using necromancy, this is an alternative way of procuring Shadows for use in raising a Shadow army.

Containment

Some entities seek to entrap and contain Shadows, either to prevent them from wreaking havoc, or in order to save them for future use. It was with these goals that the orb of shadow was developed.

Orb of Shadow

Glass orb, very rare
This hollow glass orb is enchanted with powerful abjuration magic. Its surface is perfectly smooth, with no openings to the hollow inside. The Orb of Shadow can be used to capture and contain a shadow type entity.

In order to contain a Shadow, the holder must expend a 3rd-level spell slot. The Shadow then makes a Wisdom saving throw against the holder's spell DC. On a fail, it is trapped within the orb. The orb can only contain one Shadow at a time.

As an Attack, this orb can be thrown 20 ft., shattering it and releasing the contents.

Arcane Means

An orb of shadow is a difficult item to find, and some entities may have to resort to other arcane means of sealing the darkness.

The hallow spell can be used to designate a spherical area of 60-ft. radius that cannot be entered by undead (among other things.) This can potentially be used in conjunction with a single-entrance cave formation or man-made containment chamber in order to block off the single entrance/exit. However, if there is a single 1 inch gap leading outside of the containment chamber, the Shadows can use their amorphous nature to slip free. Despite its flaws and given the right conditions, this method could be used to seal Shadows away indefinitely, or at least until the hallow spell is dispelled.

Similarly, the magic circle spell can be used to designate a 10-ft. radius by 20-ft. tall cylindrical area that cannot be entered by undead (among other things.) This could also be used to create a bottleneck, albeit only lasting a limited duration (1 hour, adding an extra hour for every higher level spell slot.) While not quite as powerful as hallow, this method is available to more classes, and can buy time in order to figure out a way to defeat the Shadows.

SHADOWS: CREATION & CONTAINMENT