Homebrew
Undead Fortitude. If damage reduces the Hill Giant Shade to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the giant drops to 1 hit point instead. Shadow Stealth. While in dim light or darkness, the Hill Giant Shade can take the Hide action as a bonus action. Darkness (1/day). The Hill Giant Shade summons the darkness of the shadowfell around it. A 3-square radius cylinder with the height of the hill giant around the hill giant is covered by magical darkness for 1 minute. The giant can see through this darkness with its vision.
Multiattack. The Hill Giant Shade makes two attacks with its Greatclub. Greatclub. Melee Weapon Attack: +8 to hit, reach 2 sq., one target. Hit: 18 ( 3d8+5 ) bludgeoning damage and the target has to make a Strength saving throw DC 12 or be knocked prone. Shadow Bolt (Recharge 1d6>=5) .) Ranged Spell Attack: +8 to hit, range 12 sq., one target. Hit: 27 ( 6d8 ) necrotic damage.
Necrotic Stomp. Melee Weapon Attack: +8 to hit, reach 1 sq., one prone creature. Hit: 22 ( 3d10+5 ) necrotic damage.
The hill giant shade can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The hill giant shade regains spent legendary actions at the start of its turn.
Shadowfell