Shadow Skeleton

Family: Shadow

Medium undead, lawful evil

Armor Class 14 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.

12 (+1) 16 (+3) 15 (+2) 8 (-1) 9 (-1) 6 (-2)

Skills Stealth +5
Damage Vulnerabilities radiant; bludgeoning
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses blindsight 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t speak
Challenge 2 (450 XP)


  • Shadowy Presence. Magical darkness emanates in a 30-foot-radius sphere around the skeleton. Undead creatures are able to see normally in this darkness.


  • Multiattack. The shadow skeleton makes two melee attacks.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage.


These skeletons have been bound to dark spirits from a Plane of Shadow, which wraps it in darkness. Nearby light sources are dimmed in their presence and weak flickering nonmagical sources may be snuffed out. The sounds of their movement are muffled as well, making shadow skeletons more stealthy than other reanimated remains.

Undead Nature. Shadow skeletons do not require air, food, water, or sleep.

Shadow Magic. The necromancy that gives these undead their mimicry of foul life has been known to grant additional gifts. Shadow skeleton mages are capable of not only emanating darkness from within themselves, but also of manipulating it and bending shadows to their will. These constructs sow terror and confusion in their wake as the darkness around their victims closes in upon them.

Section 15: Copyright Notice

Traps, Trammels, and Triggers Copyright 2021, Grim Press; Trevor Armstrong

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