Gargantuan aberration, lawful evil
- Armor Class
- 18 (natural armor)
- Hit Points
- 372 (24d20 + 120)
- Speed
- 30 ft.
- Challenge
- 22 (41,000 XP)
- Saving Throws
- Int +14, Wis +10
- Skills
- Arcana +14, Stealth +16, Deception +20, Perception +10
- Damage Resistances
- fire
- Damage Immunities
- necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- blinded; charmed; frightened; poisoned
- Senses
- passive Perception 20
- Languages
- understands all, telepathy 300 ft.
Traits
The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow's telepathy. The shadow can't see creatures immune to telepathy.
The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 (1d20) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first.
Actions
The shadow makes three Claw attacks. It can replace one of the attacks with Shadows of Death (if available).
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) necrotic damage, plus 10 (3d6) psychic damage.
The shadow bends darkness around itself, and now has the invisible condition for 1 minute. The invisibility ends if the shadow is subjected to a Daylight spell or similar.
The shadow attempts to form a link between itself and a creature it can see. The target must make a DC 22 Intelligence saving throw, taking 26 (4d12) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 26 (4d12) psychic damage on a failed save, or ending the effect on a successful one.
The shadow discharges inky-black shadows in a 90-foot-radius sphere around itself. Creatures in the shadows must succeed on a DC 22 Wisdom saving throw or take 36 (8d8) necrotic damage and have the frightened condition for 1 minute. A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on a successful save, but taking the damage again on a failed save.
Bonus Actions
The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its alignment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form.
Legendary Actions
The shadow surrounds itself in black mist, then teleports up to 60 feet to an unoccupied space that it can see.
The shadow uses its Change Shape ability.
Ranged Spell Attack: +14 to hit, range 300 ft., one target. Hit: 23 (3d10 + 7) psychic damage.