Shadow Target. The shadow can only target the victim of its illusion. To its victim, it does not appear as a shadow, but a real, physical being; to others, however, the shadow appears only as a shadow; no discernible features can be made out. Additionally, other shadows and their victims are not detectable by the victim of this shadow, the illusion only ending once all shadows targeting the victim have been defeated. Tough Skin. When taking 2 or less bludgeoning, piercing, or slashing damage, the shadow master ignores the damage taken. Empowered Strikes. The shadow master's attacks are consider magical for the purpose of overcoming resistance and immunity. Evasion. When the shadow master is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage on a failed save. Slow Fall. When falling, the shadow master can use its reaction to reduce any falling damage by 45. Stunning Strike (Recharge 5-6). When the shadow master hits a creature with a quarterstaff attack, the target must make a DC 14 Constitution saving throw. On a failed save, the target is stunned until the end of the shadow master's next turn. Unarmored Defense. While the shadow master is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Multiattack. The shadow master makes two attacks with its quarterstaff and one unarmed strike. Quarterstaff. Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft, one target. Hit: 8 (1d8+4) 1d8+4 bludgeoning damage. Unarmed Strike. Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft, one target. Hit: 9 (1d6+1d4+4) 1d6+1d4+4 bludgeoning damage. Quickened Step (Recharge 4-6). The shadow master takes the Dash, Disengage, or Dodge action as a bonus action.
Deflect Missile. In response to being hit by a ranged weapon attack, the shadow master deflects the missile. The damage it takes from the attack is reduced by 1d10+13 1d10+13 . If the damage is reduced to 0, the shadow master catches the missile if its small enough to hold in one hand and the shadow master has a free hand.
Zirithar's Chamber