Shadow Captain
Medium undead, lawful evil
Armor Class
19 (half plate, shield)
Hit Points
156 (24d8 + 48)
Speed
30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Damage Immunities
cold, necrotic, poison
Damage Resistances
lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses
darkvision 60 ft., passive Perception 21
Saving Throws
Str +8, Wis +7
Skills
Perception +11, Stealth +10
Languages
Common
Challenge
12 (8,400 XP)
Alter Self. The shadow captain can assume a different form at will. The magic that provides the shadow captain with this ability is so powerful that only a true seeing spell can discern what lies under the illusion.
Innate Spellcasting. The shadow captain’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The shadow captain can innately cast the following spells, requiring no material components:
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At will: alter self, resistance, sacred flame
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3/day each: bane, inflict wounds, shield of faith
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1/day each: animate dead, contagion
Regeneration. The shadow captain regains 10 hit points at the start of its turn. If the shadow captain takes acid or fire damage, this trait doesn’t function at the start of its next turn. The shadow captain dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack. The shadow captain makes two longsword attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 22 (4d10) cold damage.
Draining Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) cold damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.