5e SRD >Creatures >

Shadow Monk

Medium humanoid, neutral evil

Armor Class 17
Hit Points 97 (15d8 + 30)
Speed 40 ft.

13 (+1) 18 (+4) 14 (+2) 1 +0) 16 (+3) 0 (+0)

Saving Throws Str +6, Dex +9
Skills Acrobatics +9, Insight +8, Stealth +9
Senses passive Perception 13
Languages Common
Challenge 9 (5,000 XP)

Special Traits

  • Unarmored Defense. While the shadow monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
  • Shadow Step. As a bonus action, the shadow monk can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.


  • Multiattack. The shadow monk can make either three unarmed strikes or three dart attacks.
  • Dart. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  • Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, the shadow monk can choose one of the following additional effects:
    • The target must succeed on a DC 15 Strength saving throw or drop one item it is holding (shadow monk’s choice).
    • The target must succeed on a DC 15 Dexterity saving throw or be knocked prone.
    • The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the shadow monk’s next turn.


  • Deflect Missile. In response to being hit by a ranged weapon attack, the shadow monk can deflect the missile. The damage he takes from the attack is reduced by 10 (1d10 + 5). If the damage is reduced to 0, the shadow Monk catches the missile if it’s small enough to hold in one hand and he has a hand free.


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

Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine

This is not the complete section 15 entry - see the full license for this page