5e SRD >Creatures >

Shadow Caster

Medium humanoid, neutral evil

Armor Class 15 (leather)
Hit Points 38 (7d6 + 14)
Speed 30 ft.

12 (+1) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 7 (+3)

Saving Throws Int +4, Wis +4
Skills Arcana +3, Deception +6, Stealth +6
Senses passive Perception 12
Languages Common
Challenge 5 (1,800 XP)

Special Traits

  • Cast Shadows 1/day. As a bonus action, the shadow caster can summon a shadow that attacks on its initiative. The shadow has half the caster’s hit point maximum (19), has a +4 to hit, and has an armor class of 14.
  • Spellcasting. The shadow caster is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:


  • Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 3) slashing damage.
  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 3) slashing damage.


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