b'Shadow, Greater \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  58 (9d8 + 18)  Speed  40 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  14 (+2)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +5  Damage Vulnerabilities  radiant  Damage Resistances  acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  necrotic, poison  Condition Immunities   exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  12  Languages  \xe2\x80\x93  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . The shadow can move through a space as narrow as one-inch wide without squeezing. \n'b'  Shadow Stealth . While in dim light or darkness, the shadow can take the  Hide  action as a bonus action. \n'b'  Sunlight Weakness . While in sunlight, the shadow has disadvantage on  attack  rolls, ability checks, and saving throws. \n'b'\n'b' ACTIONS \n'b'\n'b'  Strength Drain .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 9 (2d6 + 2) necrotic damage, and the target\xe2\x80\x99s  Strength  score is reduced by 1d4. The target dies if this reduces its  Strength  to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new  shadow  rises from the corpse 1d4 hours later. \n'b'\n'b' LAIR AND LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the greater shadow can take a lair action to cause one of the following magical effects; the shadow can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Command Corn : The greater shadow can command a 20-foot-radius section of its cornfield to animate and  attack  creatures wandering through it. The effect lasts for one minute. For the duration, that area is  difficult terrain  for all creatures. In addition, any creature the greater shadow chooses in the area must succeed on a DC 14  Strength  save or become  restrained . A creature can use its action to make a DC 14  Strength  check, freeing itself or another entangled creature within reach on a success. \n'b'  Corn Maze : The greater shadow manipulates the cornstalks within the cornfield to change position, ruining the efforts of anyone attempting to navigate the field. Creatures entering the cornfield immediately lose all sense of direction and make any checks to navigate the cornfields at disadvantage. This effect doesn\xe2\x80\x99t affect other shadows. \n'b'  Obscuring Corn : The shadow can control the corn so that it sways and weaves together, heavily obscuring the vision of any creatures in the fields. This effect doesn\xe2\x80\x99t affect other shadows.'