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Huge fiend & monstrosity, chaotic evil

Armor Class 16 (natural armor)

Hit Points 104 (11d12 + 33)

Speed 30 ft., fly 60 ft.


STR          DEX              CON             INT           WIS              CHA

21 (+5)      14 (+2)        17 (+3)       7 (-2)         14 (+2)         5 (-3)


Saving Throws Str +8

Skills Athletics +8, Perception +5, Stealth +5

Damage Resistances acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities poisoned, unconscious

Senses darkvision 60 ft., passive Perception 15

Languages understands Deep Speech but can’t speak

Challenge 6 (2,300 XP)


Cull the Herd. The shade has advantage on attack rolls against creatures which are within 5 feet of one of that creature’s allies or against creatures that it is grappling.

Organ Ripper. Whenever the shade scores a critical hit against a creature with a melee attack, the target takes an additional 11 (2d10) piercing damage. If the attack reduces the target to 0 hit points, the shade rips out a vital organ from the creature (such as the heart or brain), recharges its Death Breath, and the creature dies.

Shadow Stealth. While in dim light or darkness, the shade can take the Hide action as a bonus action.


Actions

Multiattack. The shade makes three melee attacks, only one of which can be with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. The shade regains hit points equal to the damage dealt.

Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by the shade. Hit: 14 (2d8 + 5) bludgeoning damage.

Snatch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage and the target is grappled (escape DC 16). The shade can then fly up to its flying speed without provoking opportunity attacks.

Death Breath (Recharge 5-6). The shade exhales a breath of deathly energy in a 30-foot cone. Each creature in the area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failure, or half as much damage on a success. All non-creature organic material in the area, such as plants, wood, or food, begin to rot and wither.