CR 5 – Undead – Shadow Warden (3)
Tier 2 play
**Monster Name**: Shadow Warden
**Size, Type, Alignment**: Medium, Undead, Chaotic Neutral
**Core Stats**: Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.
**Ability Scores**:
Strength 14 (+2),
Dexterity 16 (+3),
Constitution 12 (+1),
Intelligence 10 (+0),
Wisdom 14 (+2),
Charisma 18 (+4)
**Proficiencies**: Saving Throws: Dex +6, Wis +5; Skills: Stealth +6, Intimidation +7
Damage Resistances: Necrotic, Psychic; Damage Immunities: Poison; Condition Immunities: Charmed, Frightened
**Senses**: Darkvision 60 ft., Passive Perception 12
Languages: Understands Common and Infernal but cannot speak
Challenge Rating (CR): 5
**Special Abilities**:
– **Shadow Meld**: The Shadow Warden can become invisible in dim light or darkness until it attacks or is in bright light.
– **Necrotic Touch**: Any creature that touches or is touched by the Shadow Warden must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage.
**Actions**:
– **Multiattack**: The Shadow Warden makes two attacks: one with its Shadow Blade and one with Necrotic Grasp.
– **Shadow Blade**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage.
– **Necrotic Grasp**: Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
**Area Ability**: **Warding Shadows** (Recharge 5-6): The Shadow Warden creates a 20-foot radius of darkness centered on itself for 1 minute. Creatures within this area have disadvantage on Wisdom saving throws and cannot see beyond 5 feet.
**Description**: The Shadow Warden is a spectral guardian of the lost and forgotten, emerging from the shadows of places where many have perished. It is said to be the spirit of a protector who failed in its duty, now haunting the remnants of its former charge. The Warden uses stealth and the element of surprise to strike from the darkness, instilling fear in its foes. It prefers to isolate weaker opponents, using its paralyzing touch to incapacitate them before moving in for the kill. Its demeanor is cold and calculating, driven by a relentless desire to reclaim its lost honor.