b'Moonshadow Catcher \n'b'  Small   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  13 \n'b' Hit Points  81 (18d6 + 18) \n'b' Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  18 (+4)  CON:  12 (+1)  INT:  13 (+1)  WIS:  12 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Sleight of Hand  +6,  Stealth  +6 \n'b' Senses   darkvision  60 ft., passive  Perception  11 \n'b' Languages  Common, Elvish,  Goblin , Umbral \n'b' Challenge  2 (450 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Shadow Camouflage . The moonshadow catcher has advantage on  Dexterity  ( Stealth ) checks made to  hide  in dim light or darkness. \n'b'  Spider Climb . The moonshadow catcher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Sunlight Sensitivity . While in sunlight, the moonshadow catcher has disadvantage on  attack  rolls and on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Unseelie Blessing . The moonshadow catcher has advantage on saving throws against being  charmed , and magic can\xe2\x80\x99t put it to  sleep . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The moonshadow catcher makes two Shortsword attacks or two Hand Crossbow attacks. They can replace one of those attacks with either a Mooncatcher\xe2\x80\x99s Net  attack  or a Steal Shadow  attack . \n'b'  Shortsword .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage. \n'b'  Hand Crossbow .  Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target.  Hit : 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13  Constitution  saving throw or be  poisoned  for 1 hour. If the saving throw fails by 5 or more, the target is also  paralyzed  while  poisoned  in this way. The target is no longer  paralyzed  if it takes damage or if another creature takes an action to shake it awake. \n'b'  Mooncatcher\xe2\x80\x99s Net .  Ranged Weapon Attack : +6 to hit, ranged 20/60 ft., one Medium or smaller creature.  Hit : The target is  restrained  until it escapes the net. A creature can use its action to make a DC 16  Strength  check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 14) frees the target. \n'b'  Steal Shadow (Recharge 5\xe2\x80\x936) . The moonshadow catcher targets a creature they can see within 60 feet, turning the  target\xe2\x80\x99s own shadow against them. The target must make a DC 13  Strength  saving throw. On a failed save, they are  restrained  until the end of the moonshadow catcher\xe2\x80\x99s next turn. On a successful save, they are  grappled  until the end of the moonshadow catcher\xe2\x80\x99s next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Nimble Escape . The moonshadow catcher takes the  Disengage  or  Hide  action. \n'b'\n'b' ABOUT \n'b' A purple-skinned  goblin  with large green eyes effortlessly sticks to the wall, clutching a net woven from threads of pure shadow energy. \n'b' Moonshadow catchers are shadow goblins who have learned to magically bend the transitions between light and  darkness . \n'b'  Goblin Leaders . Moonshadow catchers are feared and respected by other shadow goblins and tend to hold leadership positions in  goblin  clans or settlements. Young shadow goblins are raised on tales of moonshadow catchers, stealing and devouring the shadows of children who disobey their elders. \n'b'  Shadow Manipulation . Moonshadow catchers\xe2\x80\x99 powers rely entirely on manipulating their own shadow and the shadows attached to the creatures around them. By using their own shadows as an additional appendage, a catcher can cling to walls and other difficult surfaces, much like a spider.'