Shroud
Medium Undead, neutral evil
Armor Class 13 (natural armor)
Hit Points 9 (2d8)
Speed fly +30, walk +0, hover true
Challenge 1/8
Skills stealth +3
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common
Special Abilities
Amorphous. The shroud can move through a space as narrow as 1 inch wide without squeezing.
Shadow Evolution. Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities.
Shroud Stealth. When in dim light or darkness, the shroud can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Strength Drain. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target 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.
Source: Tome of Beasts · OGL/Open