5e SRD >Creatures >

Shade Assassin

Medium humanoid, neutral evil

Armor Class 17 (studded leather)
Hit Points 135 (18d8 + 54)
Speed 30 ft.

11 (+0) 18 (+4) 15 (+2) 12 (+1) 11 (+0) 13 (+1)

Saving Throws Dex +8, Int +5
Skills Acrobatics +9, Athletics +5, Sleight of Hand +9, Stealth +9
Senses passive Perception 15
Languages Any one language
Challenge 12 (8,400 XP)

Special Traits

  • Assassinate. The shadow assassin has advantage on attack rolls against any creature that hasn’t taken a turn in combat yet. In addition, any hit it scores against a creature that is surprised is a critical hit.
  • Cunning Action. On each of its turns, the shadow assassin can use a bonus action to take the Dash, Disengage, or Hide action.
  • Evasion. If the shadow assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Sneak Attack (1/turn). The shadow assassin deals an extra 24 (7d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of it that isn’t incapacitated and it doesn’t have disadvantage on the attack roll.


  • Multiattack. The shadow assassin makes two attacks with its rapier.
  • Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  • Light Crossbow. Ranged Weapon Attack: +9 to hit, reach 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.


  • Shadowy Dodge. The shadow assassin cloaks itself in a shadowy essence. Roll a d100, on 40 and below the damage is negated. If the roll is above 40 it takes half damage.
  • Judging Smite. Whenever the shade paladin hits a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. This has already been factored into its attacks. It can also expend a 1st-level spell slot to deal an added 2d8 necrotic damage, plus 1d8 for each spell slot higher than 1st expended.
  • Spellcasting. The shade paladin is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The shade paladin has the following spells prepared:


  • Multi Attack. The shade paladin makes three attacks with its longsword or two with its crossbow.
  • Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: single-handed 8 (1d8 + 4) or two-handed 11 (1d10 + 6) plus 4 (1d8) necrotic damage.
  • Crossbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 6 (1d8 + 2).
  • Dreadful Aspect (Recharges after a short or long rest). The Shade Paladin exudes a magical menace. Each enemy within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the shade paladin, the target can repeat the saving throw, ending the effect on itself on a success.


The shadow spawned are recently deceased creatures who have found their souls trapped on the way to their resting place. As they are trapped, their essence stagnates and warps due to a mix of the dark energy from the realm in which they are held and Umbrial’s interference. For many of these souls this process destroys them entirely, leaving nothing behind.

Souls withstanding the process are driven mad and stripped of any reminder of who they once were, leaving behind nothing more than a shadow of their previous selves. Those who withstand the transformation are sent back to the Material Realm by Umbrial to wreak havoc and destruction.

These creatures can be found in the darkest parts of dungeons and hidden deep within forgotten forests.

Travelers moving across the countryside spread tales of shadows moving along the trails at night, though these tales are scoffed at, perceived as nothing more than stories concocted by those with overactive imaginations.

Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine