Medium humanoid, neutral
- Armor Class
- 14
- Hit Points
- 162 (25d8 + 50)
- Speed
- 30 ft.
- Challenge
- 9 (5,000 XP)
STR
12
+1
DEX
19
+4
CON
14
+2
INT
13
+1
WIS
15
+2
CHA
20
+5
- Saving Throws
- Dex +8, Wis +6
- Skills
- Arcana +5, Stealth +8, Perception +6
- Damage Vulnerabilities
- radiant
- Senses
- Darkvision 120 ft., passive Perception 16
- Languages
- Common, Elvish, Undercommon
Traits
Fey Ancestry.
Magic can't put the shadow walker to sleep.
Sunlight Sensitivity.
While in sunlight, the shadow walker has Disadvantage on ability checks and attack rolls.
Actions
Multiattack.
The shadow walker makes three Gloom Burst attacks and uses Shadow Cowl.
Gloom Burst.
Melee or Ranged Attack Roll: +9, reach 5 ft. or range 120 ft. Hit: 14 (2d8 + 5) Psychic damage.
Shadow Cowl.
wis DC 17, one creature the shadow walker can see within 120 feet. 14 (4d6) Necrotic damage, and the target has the Blinded condition until the start of the shadow walker's next turn.
Spellcasting
Spellcasting.
The shadow walker casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):