Shadowmire Shade

Family: Shade

Medium undead, chaotic evil

Armor Class 13
Hit Points 26 (4d8 + 8)
Speed 40 ft.

6 (-2) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 8 (-1)

Skills Stealth +5
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 60 ft., passive Perception 10
Challenge 2 (450 XP)
Proficiency Bonus +2


  • Amorphous. The shade can move through a space as narrow as 1 inch wide without squeezing.
  • Sunlight Weakness. While in sunlight, the shade has disadvantage on attack rolls, ability checks, and saving throws.


  • Cursed Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage and the target must roll a d4 and subtract the number rolled from the next attack roll or saving throw it makes before the start of the shade’s next turn.
  • Shadow Lance. Ranged Weapon Attack: +5 to hit, range 30 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage and the target must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn.
  • Shadow Puppet. The shade attempts to dominate the creature whose shadow it possesses. The target must succeed on a DC 12 Charisma saving throw or fall under the shade’s control until the start of the shade’s next turn, as if affected by the dominate person spell.


  • Shadow Possession (1/Day). The shade takes possession of the shadow cast by a creature that is within 5 feet of it. While it possesses a creature’s shadow, the shade moves with the creature and whenever the shade takes damage, it takes only half the damage (rounded down), and the creature takes the other half. This possession lasts until the shade is in direct sunlight, the shade is more than 5 feet away from the target, or the shade takes possession of another creature’s shadow.
  • Shadow Stealth. The shade takes the Hide action while in dim light or darkness.
  • Snuff Light. The shade extinguishes a single source of nonmagical light, such as a candle or a torch, or dispels a cantrip that produces light, such as the light spell.


Shadowmire shades are twisted shadow-like creatures born from the accursed slivers of the souls of humanoids. For the most part, these shades linger only in the dark realms of Shadowmire the Material Plane’s twisted mirror plane but may, in rare cases, filter through to wreak havoc on the Material Plane.

The arrival of shadowmire shades is often heralded by a thick, dark mist. Known as shadowmire mist, this unnatural cloud of darkness sweeps slowly across the land, leaving behind only the empty corpses of its Humanoid victims as it traps their souls and turns them into mindless shadowmire shades.

Shadowmire shades are weakened by sunlight and avoid it at all costs, but facing even one of them in the darkest of hours is often a death sentence. Moving through the darkness with soundless determination, the shades snuff out light mundane as well as magical before laying their accursed hands on their prey.

What truly makes shadowmire shades terrifying, however, is their ability to possess shadows cast by other creatures and use them to control their victims as if they were puppets on strings.

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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