b'Shadow Captain \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  19 (half plate,  shield )  Hit Points  156 (24d8 + 48)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  14 (+2)  INT:  10 (+0)  WIS:  16 (+3)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +8,  Wisdom  +7  Skills   Perception  +11,  Stealth  +10  Damage Resistances  lightning; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  cold, necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned , unconscious  Senses   darkvision  60 ft. passive  Perception  21  Languages  Common  Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'   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. \n'b'  Innate Spellcasting . The shadow captain\xe2\x80\x99s 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:\n'b'\n'b'   At will :  alter self ,  resistance ,  sacred flame  \n'b'  3/day each :  bane ,  inflict wounds ,  shield of faith  \n'b'  1/day each :  animate dead ,  contagion  \n'b'\n'b'  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\xe2\x80\x99t function at the start of its next turn. The shadow captain dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Actions \n'b'   Multiattack . The shadow captain makes two longsword attacks. \n'b'  Longsword .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 15 (2d10 + 4) slashing damage plus 22 (4d10) cold damage. \n'b'  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. \n'b'  About \n'b' The black-armored figure has no face save a pair of burning points of light. Its breastplate is emblazoned with the sigil of a skull that sprouts massive stag\xe2\x80\x99s horns. \n'b' Regardless of their origin, shadow captains leading undead armies, exterminating enemies, engaging in acts of corruption and espionage using their  alter self  ability. Many tales have been told about rulers, advisors, valued counselors, lovers and other intimate associates who were, in the end, revealed to be shadow captains.'