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Overshadow

Large undead, chaotic evil

Armor Class 14
Hit Points 90 (12d10 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA
6 (–2) 18 (+4) 15 (+2) 13 (+1) 13 (+1) 12 (+1)

Skills Stealth +6 (+8 in dim light or darkness)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 11
Languages the languages it knew in life
Challenge 4 (1,100 XP)

Special Traits

  • Amorphous. The overshadow can move through a space as narrow as 1 inch wide without squeezing.
  • Shadow Stealth. While in dim light or darkness, the overshadow can take the Hide action as a bonus action.
  • Sunlight Weakness. While in sunlight, the overshadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

  • Multiattack. The overshadow makes two strength drain attacks.
  • Strength Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
  • Bringer of Darkness. The overshadow dims any light sources within 60 feet of it, halving the radius of bright and dim light shed by one source of light for 1 minute. The overshadow can’t use this action while in sunlight.

About

Several humanoid silhouettes reach out with dark claws. The light shifts, revealing they are connected to each other by a great mass of flowing darkness.

While common shadows are fearsome undead in their own right, the overshadow is a terrible darkness that threatens all life it encounters, especially life that clings to light in the deep, dark places of the world.

Spawned by Tragedy. A creation of great misery and of hope dying in the dark, an overshadow forms when travelers become lost underground. As their supplies dwindle and their lives slowly extinguish in the cold bowels of the earth, an overshadow rises from the bodies.

The collective psychic trauma of mass deaths in the dark draws energy from each casualty, seeding a portion of the darkness with undead energies, a collective intelligence, and a sinister intent.

Fueled by Fear. While the desire to consume life force is just as strong in the overshadow as its weaker brethren, its greater intellect also gives greater depth to its evil. It enjoys playing with its prey, scaring potential victims with displays of its power, with whispered threats from the darkness, and with other psychological tactics. It prefers to drive its victims into a state of panic before finally devouring their essences.

Doom of the Shadowless. The shadows of those killed by the overshadow fuse with it instead of becoming separate shadows. If a creature killed by an overshadow is brought back to life by any means other than the resurrection spell or similar magic, it does not cast a shadow until the overshadow that slew it is destroyed. When such a creature is returned to life, the overshadow is aware of the creature’s return. In addition, undead shadows are drawn to attack the shadowless creature.

Undead Nature. An overshadow doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

Empire of the Ghouls © 2020 Open Design LLC; Wolfgang Baur, Richard Green, Jeff Lee, Christopher Lockey, Kelly Pawlik, Mike Welham.