Tramway Shade

medium undead, neutral evil

D&D 5.5 / SRD 5.2

Challenge 4 (1,100 XP)

Available with DM subscription
STR
10
DEX
16 (+3)
CON
10
INT
8 (-1)
WIS
13 (+1)
CHA
15 (+2)

Defense

Armor Class
14 (natural armor)
Hit Points
45 (10d8 0)
Speed
fly 30 ft., (hover)

Treasure & Loot Common

Coins

Proficiencies & Senses

Saving Throws Dexterity, Wisdom
Skills
Stealth +5, Perception +3
Senses
darkvision 60 ft.
passive Perception 13

Characteristics

Damage Vulnerabilities
radiant
Damage Resistances
bludgeoning, piercing, slashing
Damage Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Languages Common, Undercommon

Traits and Actions

Incorporeal Movement

Trait
Incorporeal Movement Custom
The shade can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Incorporeal Movement. Standard monster movement rule allowing phasing through creatures and objects at a small cost.

Sunlight Sensitivity

Trait
Sunlight Sensitivity Custom
While in sunlight, the shade has Disadvantage on ability checks and attack rolls.

Shadow Stealth

Trait
Stealth Rule
Hide Action Custom
While in dim light or darkness, the shade can take the Hide action as a Bonus Action. It uses its Stealth proficiency to do so.

Rail-Bound Drift

Trait Custom
Rail-Bound Drift Custom
The shade ignores difficult terrain made of rails, rubble, ladders, or mine scaffolding, and it can hover along vertical surfaces without penalty.

Spectral Pick

Action
Spectral Pick Custom
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Necrotic damage.

Spectral Pick. Homebrew spectral weapon attack dealing Necrotic damage with the shade's broken pick.

Chilling Wail

Action
Frightened Condition
Saving Throws Rule
Each creature within 30 feet of the shade that can hear it must make a DC 13 Wisdom saving throw. On a failed save, the creature has the Frightened condition until the end of its next turn. A creature that succeeds is immune to this shade's Chilling Wail for 24 hours.

Light Hunger

Bonus Action Custom
Light Hunger Custom
The shade snuffs one nonmagical flame within 30 feet of it, such as a torch, candle, or lantern. The flame's source is extinguished and cannot be relit until the end of the shade's next turn.

Light Hunger. Homebrew Bonus Action that extinguishes one nonmagical flame within 30 feet, denying the party light.

Shadow Stealth (Hide)

Bonus Action
Stealth Rule
While in dim light or darkness, the shade takes the Hide action, using a Dexterity (Stealth) check against the party's passive Perception or active searches.

Running the encounter

Combat Behavior

Tactics

  • Hunts lantern light and uses Light Hunger to plunge the gallery into darkness.
  • Uses Shadow Stealth to Hide in dim light or darkness, then strikes from unseen angles to separate the party.
  • Opens with Chilling Wail to scatter foes, then picks off isolated targets with Spectral Pick.

Combat Style

Lurking ambusher that snuffs light, hides in shadow, and divides the party with fear.

Morale

Fights until destroyed; it is a bound remnant that cannot flee its rails.

Appearance & presence

Monster Description

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