Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Phantom: Shade

by Sheldon Morris

Medium undead (phantom), neutral evil
---------------------------------------------------------------------------
Armour Class 19 (ethereal armor)
Hit Points 78 (12d8 + 24)
Speed 40 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
12 (+1)|17 (+3)|15 (+2)|10 (+0)|18 (+4)|25 (+7)
---------------------------------------------------------------------------
Saving Throws Int +3, Cha +10
Skills Stealth +6
Damage Immunities cold, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages any languages it knew in life
Challenge 8 (3,900 XP)
---------------------------------------------------------------------------

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

Ethereal Sight. The shade can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Turning Defiance. The shade has advantage on saving throws against effects that turn undead.

Frightening Visage. Each non-undead creature within 60 feet of the shade that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for one minute. If the save fails by 5 or more, the target is also paralyzed. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on itself on a success. A frightened target that is not paralyzed can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the creature's saving throw is successful, the creature is immune to the shade's Frightening Visage for the next 24 hours.

---------------------------------------------------------------------------
ACTIONS

Multiattack. The shade makes two dagger attacks.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 13 (2d12) necrotic damage.

Etherealness. The shade enters the Material Plane from the Ethereal Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vise versa. It can't affect or be affected by anything on the other plane, except for its Frightening Visage and Frightening Stare. When the shade uses Etherealness to enter the Material Plane, it may then use its Frightening Stare as a bonus action.

Frightening Stare. The shade focuses it gaze on one creature that is within 30 feet of it, and that is frightened by the shade's Frightening Visage. The target takes 51 (8d10 + 7) psychic damage.