Wednesday, November 10, 2021

Classic Monsters Revisited: The Shade (MMII)

The Shade first appeared in the AD&D Monster Manual II. It's a curious entry as it's more of a template than an individual creature. The shade is supposed to be built on the chassis of a leveled NPC by simply adding abilities and features to the existing numbers. For extra complexity, the shade's abilities and features vary according to light conditions.

There's a lot of moving parts to this monster. After figuring out the shade's original statistics in life, the DM then has to consult two separate tables in the monster's description to calculate its current scores and powers, which can be altered mid-battle as light conditions change. 

Typical of late-1e and 2e materials, the shade's description suffers from a "wall-of-text" that hides an interesting monster concept behind a lot of superfluous, often-contradictory detail. I'm using this monster in Moormist Manor, but I want to break the original shade down to its core components and then rebuild it into a more-interesting monster for AD&D (plus a 5e version because I haven't decided which ruleset I'm using yet).

First of all, the original AD&D Monster Manual II stat block...

FREQUENCY: Very rare (rare)
NO. APPEARING: Typically 1-2
ARMOR CLASS: As original creature
MOVE: As original creature
HIT DICE: As original class
% IN LAIR: Variable
TREASURE TYPE: Variable
NO. OF ATTACKS: As original class and level
DAMAGE/ATTACKS: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Variable
INTELLIGENCE: Low to genius
ALIGNMENT: Any (except good)
SIZE: As original creature
PSIONICS: As original creature
Attack/Defense Modes: As original creature
LEVEL/X.P. VALUE: Variable

Virtually every piece of this monster is variable, requiring the DM to first create a whole NPC (including level, all six ability scores and related traits such as AC and HP, as well as racial and class features plus spells) before the shade is ready for an encounter. This is already a lot of work to make the monster worthwhile or practical at the table, meaning it is best used in a prepared scenario. 

That's not necessarily a deal-breaker, but if I'm flipping through the book trying to find a good monster to use for a quick encounter, then it's a hard pass. I'm also not aware of any other monster that is structured like this (at least before 3e came along and monster templates became a thing).

Paragraph 1 of the description drops us headlong into the wall of text, using many words to deliver simple ideas...

All knowledgeable authorities agree that shades are, or were, normal humans who through arcane magic or dark sciences have traded their souls or spirits for the essence of shadowstuff. While still retaining the shape and abilities of their original species, they have grown in power by joining with this shadowstuff. The true native shade is unknown, and no one knows if shades are connected with the shadow (q.v.) or some power or substance from the Plane of Shadow. The method of transmutation from living being to unliving shade life has been lost.

There's an apparent contradiction in the description which reads: "All knowledgeable authorities agree that shades are, or were, normal humans..." and then also: "The true native shade is unknown." The existence of a "true" shade seems to be taken as a given, so are "normal human shades" different than "native shades?" The text also sort of hand-waves the shade's connection to the Plane of Shadow, then goes on to reference such a connection multiple times later. Why do that? Embrace the shadow!

Any human or demihuman, if the formula is rediscovered, can become a shade. Dwarves, elves, gnomes, half-elves, halflings, humans, and an occasional half-orc, are known to have forsaken goodness for the dark lure of shadowstuff. Becoming a shade does not alter species limitations of ability, class, or level (except as noted hereafter). The stuff of shadow most certainly prolongs the life of shades, for unless they meet with an accident or are killed, they are undying. Disease has no effect on them once they enter shadow, and they may regrow body parts lost in combat (save the head) in 1-4 weeks. This unnatural vitality also manifests itself in the regeneration of hit points, allowing them to regain them at 1 hit point per turn.

The first two sentences should be one sentence, but both directly contradict the first paragraph. "All authorities know that shades were once human" is not compatible with the statement that "any human or demihuman can become" one. This is a quibble, I know, but if you're going to present me with a lot of lore text, I need coherence.

We also learn that the infusion of shadow prolongs the original creature's life. The first paragraph claims shades are "unliving," but the second paragraph clarifies that shades are "undying." Hmm...is this an undead creature? It doesn't explicitly say so like the descriptions for other undead creatures, but the first paragraph suggests shades might be related to undead shadows. Is there a different state between unliving and undying? Unbeing? To me, "unliving" means dead and "undying" means immortal. The intention here is unclear.

The shade's unliving/undying status makes them immune to disease (this is an unusual monster defense, since the ability of player-characters to inflict disease is pretty limited). It also gives them slow-crawl regeneration. If it is severely wounded, it can retreat and regenerate 1 hit point every 10 minutes. They can even grow back lost limbs from raw shadow. None of that is likely to swing a combat in the shade's favor, but if they can escape a fight, then the regeneration allows them to mount a fast counterattack. Neat stuff...but here's where the monster starts to go off the rails, from a practical use perspective.

Because of changing light on the Prime Material Plane, shades live in the Plane of Shadow whenever possible (where they are rare). They do not leave that plane unless sufficiently motivated, such as by treasure, enforced servitude, revenge, etc. Shades wield great power in shadows, but as shadows diminish, whether from increase in light or darkness, so too wanes the power of these shadow-beings. The exact power of a shade in varying light conditions is detailed below.

The first part is mostly fluff that just makes the shade harder to implement in your game because now the lore forces you to assign "sufficient" motivation to explain its presence. Why would a mortal creature from the Material Plane trade their soul to gain eternal life and moderate powers only to then never want to leave the place where having shadow powers isn't a big deal?  It's an unnecessary box that makes little sense.

The only relevant information starts in the second half of the paragraph, and from here we get into the first of two tables required to run this monster. In essence, depending on the light conditions, the shade's ability scores and hit points increase or decrease. Under certain conditions, the shade also gains magic resistance and two spell-like abilities.

I love the idea of a monster being influenced by environmental conditions. It adds a layer of tactical challenge to the creature and gives players a vulnerability to exploit if they're smart. Now the shade is getting interesting, but running it requires DMs to consider the lighting conditions in order to calculate the creature's ability scores. This calculation may be something the DM has to make multiple times during a combat as light conditions change, so it needs to be simple; instead, we get SIX distinct states from which to decide, each with a different set of modifiers.

Light Conditions
Ability Scores
Magic Resistance
Hit Points
Special Abilities
Bright light; sunlight
-2
Standard; saves at -4
-2/die
None
Average light
-1
5%/level
-1/die
None
Twilight
Normal
5%/level
Normal
Shadow-walk
Shadowy light
+1
5%/level
+1/die
Shadow-walk; shadow images
Night/dark
+2
5%/level
Normal
Shadow-walk
Total darkness
Normal
Standard
Normal
None

The second table outlines examples of each category of light condition—16 examples in all. These guidelines don't exist anywhere else in AD&D as far as I can tell and seem to have been created just for this monster.

Light Conditions: A shade's power varies according to the amount of shadow available: They are most vulnerable in cases of total light and total darkness.

Type Occurences (sic)
Bright Light Bright sunlight on a clear day

Center of continual light spell

Light without shadows (as from several sources around the shade)
Average Light Normal daylight with shade or clouds

Center of a light spell

Outline of a faerie fire spell
Twilight Sunset

Average indoor light

Edges of light and continual light spells
Shadowy light Dimly-lit room or forest
Underground torchlight Normal illumination on Plane of Shadow
Night/dark A room with windows at night

A moonless or cloudy night sky
Total darkness Pitch black, overcast night sky

Unlit, interior room or cavern

A darkness spell

Note they've added a seventh category called "Underground torchlight" which is the native light condition on the Plane of Shadow. I'll blame poor layout and sloppy editing, and assume that "shadowy light" and "underground torchlight" are both meant to be equivalent to a "dimly-lit room or forest" and "normal illumination on the Plane of Shadow." It makes sense that way, but the text is confusing. The text also changes the last category from "Total darkness" to "Complete darkness." This whole table is an unnecessary bit of granular detail that should be left to a DM's intuition instead. No one wants to parse out the difference between a "dimly-lit room" and a "room with windows at night," but unfortunately this table makes that difference matter (and not in a good way).

By this time in the game's evolution, however, TSR was feeling the need to write a rule to cover every possible factor in the game. It kind-of felt like the right approach at the time, but in hindsight the trend was way too micro-manage-y and taught an entire generation of gamers (mostly second-wavers like myself who entered via Holmes Basic) that more detail was better: more lore, more rules, more text, more everything. It wasn't better, though, and this creature's writeup is a great example of why.

The next few paragraphs cover the shade's powers relative to the light condition (as outlined in the first table)...

Ability Scores: Light affects the ability statistics of the shade. Bonuses will exceed normal species maximums with the exception of strength. Each +1 adds 10% to 18 strength, and strength scores over 18/00 are treated as a 19 strength. Penalties lower strength by a full point (an 18/00 strength drops to 17 at -1 and 16 at -2). 

With a bonus or penalty to EACH ability score, the DM may have to recalculate a variety of the shade's features during combat, including to-hit and damage, AC, and even hit points if the modifier sufficiently adjusts the creature's Constitution. This hit point modifier would be on top of the hit point modifier the shade already gets in column 4. Despite the complexity, I like all of this in theory...but there's just too much to manage with the way it's set up.

Magic Resistance: Check the basic ability of the shade to resist spells vs. the light conditions. Magic resistance for a shade will never exceed 60% (a 13th-level shade fighter in twilight will have a 60% magic resistance, not 65%). Note that a shade in bright light has standard magic resistance and all saves are made at -4 on the die because of the shade's weakness.
Magic Resistance is a potent extra defense that adds to the shade's survivability in combat. Again, the shade's original level in life comes into play, requiring a calculation, and their ability caps out at 60% (12th level equivalent). I have to wonder what the effect would be if the shade entered a Darkness spell; I presume the shade's magic resistance would cancel the negative effects of the darkness on its shadow abilities, but what would the ambient light condition around it be then?

Hit Points: Penalties and bonuses are per hit die. No hit die may be less than 1 point.

Special Abilities: All shades have the following special spell-like abilities, depending on local light conditions.

    Shadow-walk — This is the ability to gather shadows around itself and use them to transport itself to the Plane of Shadow. The transport requires 1 full round.

    Shadow images — This is the ability to form exact duplicates of itself out of shadow and cause the duplicates to act as if they were living entities. A shade can create 2-5 shadow images and can control their actions as long as they remain within 30 feet of their creator. They may only be dispelled by altering the lighting conditions around the shade. Note that shadow images have no material substance (so they do no damage in their attacks), and that the shade must draw from surrounding shadow to create them.

The last section gives the shade two spell-like powers with questionable utility. The first—Shadow-walk—is an escape power and a portal home. but there are no real guidelines on how to use it. Is it at-will? Presumably it works in both directions, but does it? If so, can the shade immediately return the following round? Where can it reappear (in sight range/a familiar area/anywhere it wants)? The ability also takes a full round to "cast" as well, so the shade has to plan any escape carefully (but I like that).

The second ability—Shadow Images—is a capstone power, as there is only one condition ("shadowy light") which unlocks it. It seems similar to the 4th-level illusionist spell, Shadow Monsters, but the description states that the shade's duplicates, unlike the spell's creations, are insubstantial and have no attack or HP. It isn't clear just what effect the shade's duplicates could have in combat, other than to confuse an enemy or perhaps draw attacks away from itself (similar to Mirror Image). The description again fails to give any direction with when and why the shade would use this power. Both these special powers sound intriguing, but have limited practical use based on their given descriptions.

Other Abilities: All shades may hide in shadows in conditions of twilight, shadowy light, and night/dark. They hide as a thief of the same level. Shades with thieving ability gain 2% per level in shadowy conditions, and 5% per level in night/dark conditions.

The shade gains a thief skill in low light conditions, or if the original creature was a thief in life, their skill is augmented by lighting condition. A natural ability to hide seems like a reasonable ability for a shadow creature to have, and the idea of giving class features to non-demihuman creatures seems to have originated with several monsters in the Fiend Folio (like the dark creeper—a personal favorite). 

Again, however, the DM has to calculate this hide percentage on-the-fly, based on: (Factor 1) the original creature's experience level and race cross-indexed on the Thief Function Table, (Factor 2) the area's ambient light conditions (the first table above), and (Factor 3) the creature's commensurate Dexterity score modifier cross-indexed on Dexterity Table II: Adjustments for Thieves. Granted, a lot of this calculation comes second-nature to an experienced DM, but even so...I've been doing this for 40 years and I still have to pause a few secs. I don't want to have to do this multiple times per combat.

Compare all this to the description of the shadow's similar ability: 

"Shadows are 90% undetectable, as they appear to be nothing more than their name. If bright light is cast - such as from a continual light spell - they can be clearly seen."

Man, that's nice...I can make that work all day long.

As mentioned before, becoming a shade does not change the basic characteristics of the individual. Those having psionic abilities may have those powers enhanced, but psionic ability may not be gained by becoming a shade. Shades with psionic ability will lose all mastery in the disciplines of invisibility and etherealness but will gain 2 levels in dimension walking when in shadows. Shades with psionic abilities usually gain the ability of shape alteration (10% chance per year as a shade), if they do not already have this power. The psionic strength of gifted shades will alter upon attaining shadehood because ability scores will be changed. New power and discipline gained by such a shade will operate only on the Plane of Shadow.
Psionics were never popular at our tables. The concept always seemed half-baked and gated behind too many barriers to entry. As a result, my experience with psionics is limited and I don't have a strong opinion on this paragraph. It seems like a lot of words. If I remember correctly, using psionics required expending points which were derived from your Intelligence or Wisdom scores? Sounds to me like this would create another grind point as the DM has to stop and recalculate the shade's psionic ability with each light condition/ability score change.

The final paragraph is where, for me, the concept laid out in the above illustration and description—i.e., a formerly powerful adventurer-type who becomes infused with "shadowstuff"—crashes into the author's visual interpretation of the creature... 

Finally, it is nearly impossible to detect a shade, for its appearance does not differ greatly from its mortal form. A shade's eyes show no white, however, just a dark grey or purple iris and pupil, and its skin tone becomes dusky and grey. They prefer garb of grey or black and will rarely wear brightly-colored clothes. The transformation to shade has some evil in it, for the shade becomes gloomy and brooding. They are generally solitary due to this fact, as they cannot trust other shades, nor can they deal with normal creatures without dominating or exploiting them.

That is not what I was imagining at all. I pictured a creature similar to a shadow, but with more defined features and semi-corporeality. I wasn't expecting a "normal"-looking person with an ashy complexion. Also, the shade's features and personality traits are pretty distinctive, so it sounds possible to detect a shade because they would stand out like a grumpy thumb with crazy eyes.

This physical description also begs the question: Is the shade where 3e's Shadar-kai originated?? They sure sound similar. Fortunately, there's no Raven Queen in sight here.

There's also a 2e version in the Monstrous Compendium Annual - Volume 4. It expands the wall of text to two full pages, most of which is dedicated to dense, bullet-point lists of the shade's many modifiers and abilities for each of four shadow conditions: No Shadows, Weak Shadows, Strong Shadows, and Very Shadowy (sic). This again forces the DM to read through numerous examples to parse the nuance between being "outdoors at night" (strong) or "in the woods at twilight" (very shadowy) because the mechanical difference is huge. None of this is an improvement on the core creature I'm trying to chisel down, so I'm skipping that version for this exercise.

So, what are the core pieces of the AD&D version?

  • Shades were normal human (or demi-human) leveled characters who traded their souls for shadow power.
  • There is a method of transmutation, but it has been lost.
  • Becoming a shade does not alter the character's abilities, class, or level they possessed in life.
  • Shades are "unliving" and "undying" (but not, apparently, undead).
  • Shades are immune to disease.
  • Shades regenerate in shadows, regaining 1 hit point per 10-minute turn; they may even regrow body parts (except the head) in 1-4 weeks.
  • Shades are motivated by treasure, enforced servitude, revenge, etc.
  • In darkness, shades have standard abilities and hit points (equivalent to what they had in life).
  • Shades are more powerful in low light/shadows, gaining the following...
    • +1-2 to all ability scores
    • +1-2 HP per level in life
    • Magic Resistance (5% per level; max 60%)
    • Shadow-walk — Teleport to the Plane of Shadow (takes 1 full round)
    • Shadow Images — Create 2-5 shadow duplicates with no material substance or attack.
    • Hide in Shadows (thief shades gain +2-5% per level to their existing scores)
  • Shades are less powerful in light (average or bright), with no special abilities and penalties of...
    • -1-2 to all ability scores
    • -1-2 HP per level in life
  • Natural psionic ability may be slightly altered, esp. when ability scores change due to light conditions.
  • It is impossible to detect that a "person" is a shade (other than their alien eyes, grey skin tone, and colorless garb).

I want the shade to be similar to a lich, in that both creatures are former mortals who chose to become monsters and did so with considerable effort. That kind of pathos creates lots of good dramatic tension with the underlying tragedy of its existence. It despises everything, but itself most of all. Combined with its escape/regeneration abilities, the shade makes a perfect recurring villain.

With that in mind, I'll start by chopping off the bits of the AD&D version that I don't like/care about/agree with. The method of transmutation doesn't matter (for this). I want to strip the template/level stuff away as well, and just create a core monster with monster stats and abilities. Their stated motivations and preferences don't matter to me and I'm generally against creating narrative boxes around monsters (I'm the DM...I'll do that part). I don't care about the psionics details, either, as I won't be using them. I also want a shade to be visually obvious, in the way that a lich is obvious...it's a monster for crap's sake. Therefore, I'm shelving the following bullets...

  • There is a method of transmutation, but it has been lost.
  • Becoming a shade does not alter the character's abilities, class, or level they possessed in life.
  • Shades are motivated by treasure, enforced servitude, revenge, etc.
  • Natural psionic ability may be slightly altered, esp. when ability scores change due to light conditions.
  • It is impossible to detect that a "person" is a shade (other than their eyes, skin tone, and garb).

That leaves me with four tasks: 

  1. Define the shade's basic nature (unliving, undying, or undead); 
  2. Create a simpler classification of light conditions and the shade's reaction to each; 
  3. Retool the mechanics of its two primary shadow powers; and 
  4. Create a usable stat block a DM can employ right away.

Define the Shade's Nature 

This led me down an interesting road. I looked at the Monster Manual's lich first, the closest analogue to the shade's origin. The Monster Manual never describes the lich as "undead"...only "non-living." Except for the groaning spirit (banshee), which is only called a "spirit," every other classic undead creature in the original Monster Manual is explicitly called "undead" somewhere in its description. Are liches and banshees "true" undead? I'm no longer certain.

In any case, it's pretty clear that the Plane of Shadow is not the same source of necromantic energy that animates undead, and neither the 1e or 2e versions of the shade mention the word "undead," so I'm inclined to just keep the shade as a mysterious extraplanar being. We'll keep the original version's agelessness, regeneration, and immunity to disease (because you never know how that might come up). 

Create Simpler Light Conditions/Modifiers

I'm going to trim the six/seven light conditions in the original description down to just three states: light, shadows, and darkness. I know what each of those things mean and I can make an easy judgment call without much thought. Fifth Edition features three light conditions: "Bright Light," "Dim Light," and Darkness," so conversion would be easy. In fact, screw it; I'll use the same labels for both versions.

I also want to strip down the general effect of the originals' modifiers to ability scores. As described, the modifiers would most obviously affect to-hit numbers (Strength and Dexterity), Weapon Damage (Strength), Initiative and AC (Dexterity), and Hit Points (Constitution). I'll just give a flat bonus of +2 to-hit, damage, initiative, and AC whenever the shade is in Dim Light. In Bright Light, the shade suffers a penalty of -2 to those factors, and in Darkness the shade gets no modifiers. Easy-peasy.

To account for the original's ability to increase (or decrease) hit points, it seems easier to speed up the shade's rate of regeneration and tie it to the light condition. Instead of 1 HP per 10-minute turn, the shade now regenerates 1 HP per round in Dim Light, and nothing in Bright Light and Darkness. 

Finally, I want shades to have the ability to see in darkness, as that seems critical to their entire concept.

Retool Shadow Powers

A few simple tweaks make these powers more mechanically useful to the shade. I want the Shadow-walk ability to increase the shade's mobility and give it a way to avoid being surrounded, similar to a Blink or Teleport spell with a limited distance. I like the ability to open a portal between the Prime Material Plane and the Plane of Shadow, but I want using it to carry a cost (a "recharge period" seems appropriate in this case).

The Shadow Images ability seems like an easy fix by just allowing the shade to cast the 2nd-level magic-user spell Mirror Image at will. Perhaps add a limitation that it can't recast the spell until all shadow images are struck and vanished. That now makes hitting the shade a more daunting task, especially one-on-one. Another option would be to allow it to cast the 4th-level illusionist spell Shadow Monsters a limited number of times per day. The latter spell requires a bunch of calculations each round, however, so I'm less inclined to go that route.

Create a New Stat Block

It's fairly clear the original intent was that the shade would be of a reasonably-high level to be able to perform the esoteric "arcane magic or dark sciences" required to make the transformation. Since fighters and thieves don't normally make such practices, the existence of a "method" to become a shade suggests rituals that they would be performed by a powerful cleric or magic-user (similar to a lich).

I don't conceptualize a shade as being of equivalent power with a lich (11+ HD). I see them being closer to a vampire in threat (in the 8-9 HD range). I think a mid-range AC of 5 or 6 gives the former spellcaster a bit of supernatural toughness and balances the difficulty of hitting the shade due to their Shadow Images power. They move like a standard Man and attack with a normal weapon of choice.

I also want shades to retain the ability to cast spells to supplement their base abilities. This isn't really adding complexity, although it is a barrier to quickly dropping the shade into combat. My strategy in these case has always been just to pick a few spells I know I want to use, and then if a situation comes up where another spell might come in handy, I make a quick roll to see if they have it memorized.

Here is my AD&D Stat Block for the revised shade...

SHADE

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 6 (4 in shadows)
MOVE: 12"
HIT DICE: 9
% IN LAIR: 60%
TREASURE TYPE: F
NO. OF ATTACKS: 1
DAMAGE/ATTACKS: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Exceptional
ALIGNMENT: Any (except good)
SIZE: M
PSIONICS: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VI / 900+12/hp

Solitary by nature and gloomy in mood, the shade is a nigh-immortal aspect of a former cleric or magic-user who, through forgotten rituals, has infused their soul with the essence of shadow. This infusion has made the shade ageless and immune to disease, and given them enhanced abilities in regions of shadow.

Shades are clerics or magic-users of not less than the 9th level of magic use, and must pray for or memorize their spells each day, the same as regular spellcasters. They are typically found lurking among isolated ruins or ancient libraries in their eternal search for more knowledge and greater power.

The shade is most powerful in areas of "Dim Light" (abundant shadows, moonlight). While within such areas, the shade adds +2 to initiative checks, Armor Class, to-hit and damage rolls, and saving throws. In addition, the shade gains the following abilities:

Infravision—The shade can see in the dark out to 120'.

Magic Resistance of 45%.

Regeneration—The shade regenerates 1 hit point per round. It can even regrow lost limbs (but not its head) in 1-4 weeks.

Shadow-walk—The shade gathers the shadows around it and instantly teleports itself to any other area of Dim Light it can see within 60'. If the shade can gather shadows for one uninterrupted round, it can send itself to the Plane of Shadow instead (or vice versa), although it will not be able to use this power again for 1-4 days.

Shadow Images—The shade creates shadowy duplicates around itself to confuse opponents (treat as the 2nd-level magic-user spell, Mirror Image). The shadow images last for 10 rounds, although Bright Light dispels an image, as does hitting one with a weapon. The shade can use this ability at will, but cannot create new duplicates until all of the previous duplicates have been dispelled.

In areas of "Bright Light" (daylight, torchlight, light spells), the shade has a penalty of -2 to initiative checks, Armor Class, to-hit and damage rolls, and all saving throws. In "Darkness" (underground, darkness spells), the shade has normal abilities and only has infravision out to 60'.

__________

And here's the 5e stat block...

SHADE

Armor Class 13 (natural armor) / 15 (in Dim Light)
Hit Points 65 (10d8+20)
Speed 30 ft.
STR 11 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 18 (+4)
WIS 18 (+4)
CHA 14 (+2)
Saving Throws INT +8, Wis +8
Skills Stealth +7
Senses darkvision 120 ft., passive Perception 18
Languages the languages it knew in life
Challenge 9 (5,000 XP)

Ageless. The shade's shadow-infused form is immune to the effects of aging or disease.

Spellcasting. The shade is a 9th-level spellcaster. Its spellcasting ability is either Intelligence or Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It prepares spells from either the wizard spell list or the cleric spell list. 

Light Sensitivity. While in an area of Bright Light, the shade has disadvantage on Initiative rolls, attack rolls, ability checks, and saving throws.

Magic Resistance. While in an area of Dim Light, the shade has advantage on saving throws against spells and other magical effects. 

Shadow Power. While in an area of Dim Light, the shade gains +2 AC and has advantage on Initiative rolls, attack rolls, ability checks, and saving throws. 

Regeneration. While in an area of Dim Light, the shade regains 1 hit point at the start of its turn. It can even regrow lost limbs (except the head) in 1-4 weeks. If the shade takes radiant damage, this trait doesn't function at the start of the shade's next turn.The shade dies only if it starts its turn with 0 hit points and doesn't regenerate. 

Shadow-walk. While in an area of Dim Light, the shade can either use a bonus action to cast the Misty Step spell, or use an action to transport themselves to the Plane of Shadow (or vice-versa). If they use the latter form of this ability, they cannot use it again for that purpose for 1-4 days.

Actions 

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage.

Shadow Image. While in an area of Dim Light, the shade can cast the 2nd-level wizard spell, Mirror Image without expending a spell slot. Bright Light dispels a shadow image, as does hitting one with a weapon. The shade can dispel all current images with an action. This ability cannot be used again until all current shadow images have been dispelled.

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