b'Shade Lord \n'b'  Family:   Shade  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  75 (10d8 + 30)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  17 (+3)  CON:  16 (+3)  INT:  12 (+1)  WIS:  16 (+3)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +6,  Wis  +6  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses  blindsight 60 ft., passive  Perception  16  Languages  Common  Challenge  6 (2,300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Legendary Resistance (2/Day) . When the shade lord fails a saving throw, it can choose to succeed instead. \n'b'  Redemption\xe2\x80\x99s Light . When the shade lord takes radiant damage or starts its turn in direct sunlight, it has disadvantage on  attack  rolls until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The shade makes two attacks. \n'b'  Sorrow\xe2\x80\x99s Touch .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 12 (2d8 + 3) psychic damage and the target must succeed on a DC 14  Wisdom  saving throw or be  incapacitated  until the end of its next turn. \n'b'  Vengeful Ray .  Ranged Spell Attack : +6 to hit, range 60 ft., one creature.  Hit : 12 (2d8 + 3) necrotic damage and if the target has dealt damage to another creature since the start of its last turn, it must succeed on a DC 14  Constitution  saving throw or suffer one level of  exhaustion . \n'b'  Shadow Corruption (3/Day) . A shadowmire shade appears in an occupied space next to a creature the shade lord can see within 30 feet and immediately uses its Shadow Possession to take control of the creature\xe2\x80\x99s shadow. The shade is under the shade lord\xe2\x80\x99s control but acts on its own  initiative . \n'b'  Spellcasting . The shade lord casts one of the following spells, requiring no components and using  Wisdom  as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b'  1/day each :  blight ,  darkness ,  dispel magic ,  hold person  \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Shadow Step . While in dim light or darkness, the shade lord can  teleport  up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first  melee attack  it makes before the end of the turn. \n'b'\n'b' REACTIONS \n'b'\n'b'  Shared Pain . When the shade lord takes damage, it can force nearby creatures to share its pain. Instead of taking the full damage, the damage is divided between the shade lord and up to three creatures of its choice within 30 feet of it. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The shade lord can take 2 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The shade lord regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Attack .The shade lord makes an attack. \n'b'  Shadow Corruption (Costs 2 Actions) . The shade lord uses Shadow Corruption. \n'b'\n'b' ABOUT \n'b' When a particularly powerful humanoid, or someone harboring especially strong emotions of bitterness and hatred, dies in the Shadowmire, they may become a shadowmire shade lord. More powerful than its lesser kin, a shade lord retains much of the knowledge and personality it had in life, except that its negative emotions are enhanced to become all-consuming. \n'b' Shade lords wield many of the same shadowy powers as a lesser shade, except that they don\xe2\x80\x99t possess other creatures shadows they outright steal them, turning them into new shadowmire shades.'