AC 12
HP 90 (20d8; bloodied 45)
Speed 40 ft.
Proficiency +2; Maneuver DC 12
Skills Stealth +4
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 10
Languages —
Amorphous. The horde can pass through an opening as narrow as 1 inch wide without squeezing.
Area Vulnerability. The horde takes double damage from any effect that targets an area.
Horde Dispersal. When the horde is reduced to 0 hit points, it turns into 2 (1d4) shadows , each of which are bloodied.
Horde. The horde is composed of 5 or more shadows. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects.
Sunlight Weakness. While in sunlight, the horde has disadvantage on attack rolls , ability checks, and saving throws .
Undead Nature. The horde doesn’t require air, sustenance, or sleep.
ACTIONS
Multiattack. The horde makes up to three claw attacks, but no more than one against each target.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) necrotic damage, and the target makes a DC 12 Constitution saving throw . On a failure, the target is cursed until it finishes a short or long rest or is the subject of remove curse or a similar spell. While cursed, the target makes attack rolls , Strength checks, and Strength saving throws with disadvantage . If the target dies while cursed, a new undead shadow rises from the corpse in 1d4 hours, the corpse no longer casts a natural shadow, and the target can’t be raised from the dead until the new shadow is destroyed.
BONUS ACTIONS
Shadow Sneak. The horde takes the Hide action even if obscured only by dim light or darkness.
Combat
The horde lurks beyond the range of bright light, waiting for a moment of darkness. It enters bright light if it is attacked. The horde seeks out the largest concentration of enemies, provoking opportunity attacks if necessary, so that it can make as many attacks as possible. It flees if it is bloodied and in bright light.
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 When a person dies in the dark, their spirit may rise again as a shadow. Necromancers and undead (including other shadows) can create shadows, as well.
DC 15 Like moths drawn to a flame, shadows crave light, but they are greatly weakened when they enter it.
DC 20 Shadows drain the strength from living creatures they touch. If a shadow kills you, it steals your shadow, and you can’t be raised from the dead until it is returned.
In dark tunnels and unholy fanes, shadows congregate in hungry packs. Any who seek passage must disperse ravenous spirits that gather at the edge of guttering torchlight.
1 A corpse that doesn’t cast a shadow
2 Drops of blood; nearby, a tipped-over lantern and a smashed oil flask
3 Torches dim and lanterns gutter
4 DC 14 Perception check: your shadows act independently
Shadows collect in tunnels and dungeons that have never seen the sun.
CR 0–2 1 or 2 shadows
Treasure 40 gp, 70 sp, silver bracelet tarnished nearly black (25 gp)
CR 3–4 3 or 4 shadows ; 2 shadows with 1d4 giant bats , lemures , skeletons , or zombies
Treasure old-fashioned breastplate (400 gp), 1 rapier that glows when wielded (casting light as a torch)