Wickshade
Medium fiend, chaotic evil
The shadow a lantern throws in the last minutes before it fails — long, thin, and moving slightly out of time with the flame. Once it is loose it is no longer attached to any particular light, but it keeps the habit: a wickshade will not attack a creature until it has put a light between them, so that there is a shadow to arrive from.
Armor Class 14 (natural armor)
Hit Points 60 (11d8 + 11)
Speed 30 ft., fly 30 ft.
- STR
- 8 (-1)
- DEX
- 17 (+3)
- CON
- 13 (+1)
- INT
- 12 (+1)
- WIS
- 13 (+1)
- CHA
- 16 (+3)
Saving Throws Cha +5, Dex +5
Skills Stealth +7
Damage Vulnerabilities radiant
Damage Resistances acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 4
Traits
Incorporeal Movement. The wickshade 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.
Light Sensitivity. While in bright light, the wickshade has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Cast from a Flame. While in dim light or darkness the wickshade can take the Hide action as a bonus action.





