TEXT: Codex of the 
  Infinite Planes
  The Essential Guide to the Planes of Existence
  Volume VIII:
  Plane of Shadow
  
  The Essential Guide to the Planes of Existence
  Volume VIII:
  Plane of Shadow
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  Codex of the 
  Infinite Planes
  
  Volume VIII  |  Plane of Shadow
  3
  Volume VIII:
  Plane of Shadow
  “The Plane of Shadow, also referred to as the Shadowfell, 
  is an echo of the Material Plane. It overlaps the known 
  world but it remains separate, and a great gloom and sense 
  of dread holds sway over its gray, shadow-filled landscape. 
  It is the opposite of the Plane of Faerie, and there is strong 
  evidence to support the two echo planes are linked in 
  some ephemeral way. I surmise that the Plane of Shadow 
  is a byproduct of the Negative Energy Plane influencing 
  the Material Plane, and that it represents a decaying of 
  the natural order inherent to all things and places in the 
  multiverse. Certainly the prevalence of necrotic energy and 
  undead horrors in the Shadowfell lends credence to this 
  theory.”
  Lillandri the Moon Mage
  Gloom, despair, hopelessness, and loss are just some of 
  the words that can be used to describe the feelings that 
  weigh down travelers that enter the Plane of Shadow. It 
  is an echo of the Material Plane, but it holds only a dark 
  reflection filled with darkness and a creeping sense of 
  being watched. Forests hold sinister shadows, mountains 
  loom taller and more ominous, and everywhere the natural 
  order seems twisted and bent towards a darkly malevolent 
  end.
  The nature of the Plane of Shadow draws evil and 
  undead creatures to it, and this attraction has led many 
  planar scholars to link the realm to the Negative Energy 
  Plane. There certainly seems to be some truth to this 
  connection, and it’s worth noting that the Plane of Faerie 
  – another echo plane, but one filled with vibrant and often 
  violent life – seems just as strongly linked to the Positive 
  Energy Plane. Are these two sides of the Material Plane 
  the result of the Positive and Negative Energy Planes? Or 
  are the Positive and Negative Energy Planes a result of the 
  Shadowfell and Feywild? Debates continue in scholarly 
  circles.
  From a more conventional standpoint, the Plane of 
  Shadow is a place where fell creatures dwell, and its 
  location on the other “side” of the Material Plane makes 
  its interference much more common than other decidedly 
  evil outer planes, such as the Abyss or the Nine Hells. A 
  pervasive gloom in a forlorn crypt, the shadow cast by 
  a tombstone in the moonlight, or the yawning darkness 
  beneath a creaking gallows all can contain portals to the 
  Plane of Shadow, allowing monstrous creatures to slip 
  between the cracks and wreak havoc.
  The Shadowfell is also the home to the Domains of 
  Dread, unique and isolated realms locked away from 
  the rest of the plane by insidious Dark Powers. These 
  unknown macabre masters of darkness draw powerful 
  men and women away from the Material Plane at their 
  darkest moment, trapping them and their lands. Barovia, 
  home of the vampire lord Strahd von Zarovich, is the most 
  famous, but other domains exist, scattered across the 
  Plane of Shadow.
  Monsters of all types stalk the gloomy wilderness of 
  the Shadowfell, and between them havens of civilization 
  are hard to come by. The most famous is the city of 
  Gloomwrought with its legion of mysterious keepers 
  maintaining order. Other famous sites include the 
  Nightwyrm Fortress, the Onyx Palace of the Raven Queen, 
  the Moon Towers, and the Circle of Midnight Stones, just 
  to name a few. Truly, in a realm possessed of so much 
  darkness and despair, heroes are needed to push back the 
  encroaching shadow at every opportunity.
  Lay of the Land
  As an echo of the Material Plane, the Plane of Shadow 
  holds many of the same basic geographic features of its 
  mirror. However, they are distorted, often more brooding 
  and sinister in appearance. The sky is always dark, cloaked 
  often in thick gray clouds, but even when they pass there 
  is no moon, sun, or stars that shine overhead. Most major 
  natural features in the Material Plane have a “shadow-
  analogue” in the Shadowfell, such as mountains and 
  forests, and even cities have a dark mirror. Few of them are 
  inhabited in the Plane of Shadow, however.
  Just as in many Material Planes, twisting below the 
  ground of the Plane of Shadow is a labyrinthine maze 
  of tunnels and caves. Known as the Shadowdark, in the 
  Plane of Shadow this region is unnaturally cold and only 
  gets colder the further into the ground one explores. Some 
  planar scholars have theorized that there is a massive 
  portal or vortex leading to the Negative Energy Plane 
  somewhere in the Shadowdark, but if it’s true it has yet to 
  be found.
  There are some strange exceptions to these general 
  guidelines. The most prominent of which are the Domains 
  of Dread, each an isolated realm surrounded by obscuring 
  fog that reaches beyond the planar border. These pockets 
  of the Shadowfell are held together by powerful entities 
  known as the Dark Powers, though their exact makeup 
  and nature are a mystery, and each domain serves as a 
  prison for those trapped inside. The center of each domain 
  is a darklord – a creature, usually sentient but not always, 
  that has gained the favor of the Dark Powers and exercises 
  some control over the mists that bind the domain and 
  even some denizens within it. Each darklord is as much 
  a prisoner as other inhabitants, however, but through the 
  influence of the Dark Powers they have extended or even 
  immortal lifespans.
  The most famous Domain of Dread is Barovia, a gothic 
  land ruled by the powerful vampire darklord Count Strahd 
  von Zarovich. From his imposing seat of power at Castle 
  Ravenloft, Count Strahd works towards multiple ends, 
  including how to break free of the mists and return to the 
  Shadowfell proper. Another well-known and feared domain 
  is the Necropolis, a bleak region dominated by countless 
  mindless undead under the direct control of the region’s 
  scheming master, the lich Azalin.
  Finding one of these Domains of Dread is rarely a 
  chance encounter, and the mists the surround and bind 
  each one seems to be a direct extension of the Dark 
  Powers themselves. The mists can extend through the 
  multiverse, though they rarely move beyond the Material 
  Plane, and they can draw in unsuspecting people into their 
  prisons.
  
  Volume VIII  |  Plane of Shadow
  4
  Cycle of Time
  Time passes in the Plane of Shadow exactly the same as 
  the Material Plane, but not sun or moon exists to mark 
  the passage of time. Day and night are filled with the same 
  inky twilight with no discernible difference between the 
  two. Each of the isolated Domains of Dread within the 
  Shadowfell behave under their own rules, however. Most 
  do have a day-night schedule with a sun that rises and sets, 
  but it’s all part of the prison built by the Dark Powers and 
  maintained by the domain’s darklord.
  Surviving
  The Plane of Shadow seems to share the same air 
  as its mirror so creatures that can live and breathe in 
  the Material Plane have no inherent problems in the 
  Shadowfell. A creature can survive in the Plane of Shadow 
  as long as they can live off the brackish foul-tasting water 
  that runs in the lakes and rivers, and find food that hasn’t 
  spoiled (something that happens at an accelerated pace). 
  Any non-native humanoid that takes a short rest in the 
  Plane of Shadow risks fell despair (described under 
  Hazards & Phenomena).
  Getting There
  Spontaneous portals to the Plane of Shadow from the 
  Material Plane are common, and they only appear at 
  night. Few permanent portals are known to exist, and the 
  ones that are known exist below ground where the sun 
  never shines and darkness prevails. The appearance of a 
  spontaneous portal to the Shadowfell is difficult to predict, 
  but certain organizations such as the Tenebrous Cabal and 
  the Shadow Hand Guild have worked to understand and 
  catalog the triggers.
  A spontaneous portal appears in a place of darkness 
  and shadow and usually only when certain conditions are 
  met. Some of those conditions are known. For example, 
  nights where the moon or moons are obscured in the sky 
  on the Material Plane are prime triggers for spontaneous 
  portals, as are certain festivals and holidays that honor the 
  gods and goddesses of shadow and darkness. Cemeteries, 
  graveyards, and crypts can all hold portals to the Plane of 
  Shadow, often in new construction over old ground.
  Certain spells in older tomes and spellbooks are 
  known to pierce the veil between the Material Plane and 
  Shadowfell as well, but the secrets of these have been lost 
  to most of the current arcane world.
  Traveling Around
  Movement is no more hindered or helped in the Plane of 
  Shadow than the Material Plane, but distance becomes a 
  somewhat elastic concept over time. A group of travelers 
  that enters the Shadowfell from a forest within the 
  Material Plane may find themselves in a similar forest, 
  though dark and twisted. Traveling outside the forest, 
  however, the travelers can find the landscape take on larger 
  deviances, but these differences are fluid. Maps are usually 
  without merit on the Plane of Shadow.
  However, this landscape distortion can be a boon when 
  utilized properly. Great distances can be traveled over 
  much shorter timespans if an entrance to the Material 
  Plane can be found in the right region.
  While on the Plane of Shadow, light sources are greatly 
  diminished. Every light source provides radiance in half 
  of the normal area while in the Shadowfell, and spells 
  and effects that provide illumination have their durations 
  reduced by half. The ever-present darkness of the plane 
  seeks to snuff out all light that enters.
  Characters that take a short rest in the Plane of Shadow 
  risk suffering from fell despair; see the Hazards & 
  Phenomena section for details on this effect.
  The Powerful and Mighty
  While there are no definitive rules of the Plane of Shadow, 
  there are enough powerful entities and influential 
  organizations to keep adventurers on their toes.
  Dark Powers
  What are the Dark Powers? Few know exact details. They 
  are malevolent entities of near god-like status that dictate 
  the creation of the various Domains of Dread. Within 
  each individual domain, a darklord or group of darklords 
  hold supreme power, including controlling the mists that 
  form the border between the realm and the rest of the 
  multiverse. But the Dark Powers are the true masters 
  behind the scenes, and it is by their will the darklords 
  suffer and rule in their pocket prisons.
  Some warlocks have reached out to the Dark Powers 
  to make bargains for power and influence, but these deals 
  are always done through a proxy of some sort. There 
  does seem to be multiple Dark Powers and sometimes 
  they seem to operate through agents against each other, 
  but for the most part their machinations are difficult to 
  discern. Shadow demons, shadows, and nightshades are 
  common representatives of the Dark Powers across the 
  multiverse, and there are some scholars who believe they 
  are advanced nightshades of monumental power.
  Gaining the attention of the Dark Powers is rarely a 
  boon to mortals. They tend to have a cruel sense of irony 
  when dealing with lesser creatures, a trait exhibited by 
  all of the darklords they choose to imprison within a 
  Domain of Dread. There are some wild theories that say 
  the Dark Powers are actually agents of benevolence, and 
  by removing powerful individuals and imprisoning them 
  in misty realms within the Shadowfell they are tipping 
  the scales of balance towards good. Warlocks and other 
  beings that have dealt with the proxies of the Dark Powers 
  know that this is probably not the case, or at least not the 
  case with all of them. Perhaps they are moving towards a 
  cosmic balance, but it’s not out of some sense of justice or 
  temperance that they infuse evil beings with great power 
  and elevate them to the status of darklords.
  
  Volume VIII  |  Plane of Shadow
  5
  The Raven Queen
  One of the great powers of the Plane of Shadow is the 
  enigmatic figure known as the Raven Queen. She has the 
  powers of a god, and she possesses great influence over 
  the spheres of death, winter, and fate. In the Material 
  Plane, cults have sprung up to worship her, and from these 
  followers the Raven Queen draws great strength. Does that 
  make her a god? It certainly seems to qualify, but some 
  planar scholars are not so sure.
  Little is known about the Raven Queen’s background. 
  Rumors says she was a mortal sorceress who impressed 
  an ancient god of death. Did she betray the god of death 
  and steal his power? Or did she simply claim what was 
  left behind? Can a god of death die? These questions all 
  swirl around the background for the Raven Queen, but 
  regardless she seems to have stepped into the mantle of a 
  deity with dominion over death.
  In the Plane of Shadow, she rules from the Onyx Citadel, 
  a massive structure that moves around the Shadowfell 
  at the Raven Queen’s wishes. Several temples run by 
  deranged cultists lay scattered about the plane as well, and 
  she has an ongoing feud with Orcus, Demon Prince of the 
  Undead. The two have sparred through proxies countless 
  times across the multiverse, but the Plane of Shadow is 
  where their most fierce showdowns have taken place.
  Shadow Hand Guild
  Thieves and rogues have a natural affinity towards 
  darkness, and many of them find solace in the gloomy 
  twilight of the Plane of Shadow. The Shadow Hand 
  Guild takes that a step further, however, and has actually 
  established a home on the Shadowfell in Gloomwrought, 
  the City of Midnight. Gloomwrought is a dark city ruled 
  by various factions of petty and corrupt nobles, but 
  underneath it all operates the Shadow Hand thieves. They 
  rule from an elaborate series of sewer tunnels beneath the 
  streets of the City of Midnight, and from there they run an 
  extensive network of spies and informants. They watch not 
  just the actions within Gloomwrought but as many major 
  cities as they can.
  Within their sewer tunnels, powerful wizards in the 
  Shadow Hand Guild have constructed viewing portals 
  that allow them visual access to many other cities. They 
  operate a series of two-way portals as well, partnering with 
  thieves’ guilds in major cities to provide easy access. Few 
  but the most powerful members of each of these external 
  guilds even knows about the Shadow Hand’s existence – 
  most just feel a slight breeze as a shadow passes from a 
  darkened corner into the night-filled streets.
  The masters of the Shadow Hand Guild seem interested 
  in accruing magical items and trinkets from across the 
  multiverse, and they hoard these in secret vaults hidden 
  within their sewer tunnels below Gloomwrought. Some 
  of these they use as tests for initiates into the guild, while 
  others are meant to deter or destroy uninvited guests.
  
  Volume VIII  |  Plane of Shadow
  6
  Tenebrous Cabal
  The Tenebrous Cabal is a loosely-knit organization of 
  wizards and clerics dedicated to death and necromancy. 
  They do not have much of a formal power structure 
  and usually operate as individuals with their plans and 
  schemes, but they do have one grand resource – the Bleak 
  Academy. This large school in the Plane of Shadow is 
  dedicated to the art of necromancy, and all members of the 
  Tenebrous Cabal are graduates of the academy.
  The Tenebrous Cabal was founded long ago by devotees 
  of the archlich Acererak, and they constructed the original 
  Black Academy over the site of the infamous Tomb of 
  Horrors as a means of honoring their patron and teaching 
  their skills to new generations. Through the actions 
  of heroes and the indifference of Acererak, the Black 
  Academy in the Material Plane was destroyed, but not 
  before much of the knowledge was secreted away by the 
  school’s vampire masters. They worked to recreate the 
  academy in the Shadowfell, and there they built a dark 
  and magnificent campus shaped like a great skull. They 
  renamed it the Bleak Academy and created the Tenebrous 
  Cabal to continue the study of the necromantic arts.
  Most members of the Tenebrous Cabal are evil, and 
  many are undead creatures seeking to expand their 
  mastery over magic. Many horrors have been birthed in 
  the shadowed halls of the Bleak Academy over the years, 
  but not all who pass through become undead-loving 
  necromancers. Some students and teachers are dedicated 
  to understanding necromancy and its place in the grand 
  arcane scale, and this kind of study does not lend itself 
  towards evil actions directly.
  The Umbral Chief
  Long ago, on a distant Material Plane, there was a great 
  barbarian chief from the savage tribes of the windswept 
  steppes. He rose up and united his people, and drove them 
  forth to conquer the civilized lands. He did this through 
  influence from the Shadowfell, and he commanded great 
  powers of shadow and deceit that he used in his bloody 
  path of conquest. His enemies called him the Umbral 
  Chief, and his legions of shadow-touched barbarians were 
  ruthless and without mercy.
  Eventually the Umbral Chief was defeated, but in defeat 
  he was pulled into the Plane of Shadow for all eternity. 
  Now he serves as a force for destruction and change in 
  the Shadowfell. The Umbral Chief still leads his shadow-
  fed army, and his most loyal followers are known as 
  umbral ones far and wide. They thunder on black shadow 
  steeds across the gloom-filled landscape of the plane, and 
  occasionally they cross into the Material Plane to wreak 
  havoc and vengeance against the light.
  The Umbral Chief is an undead behemoth of frightening 
  strength and cunning. The final resting place for his 
  bones lies in a secret barrow somewhere in the Plane of 
  Shadow, and rumors say that a single bone shard from 
  the Umbral Chief’s physical remains can grant fantastic 
  powers to mortal warriors. Few have found the barrow of 
  the Umbral Chief, but those that have sought it out say it 
  lies somewhere in a great valley of darkness, guarded by 
  hideous shadow monsters like no other.
  Creatures & Denizens
  Undead monsters are common in the Plane of Shadow, 
  owing to its strong connection to the Negative Energy 
  Plane. Other monsters do prowl the Shadowfell, however, 
  so travelers should be on the alert for more than just 
  undead.
  
  Volume VIII  |  Plane of Shadow
  7
  Bone Weird
  Bone weirds are insidious hunters of the Plane of Shadow. 
  They lurk in cemeteries and graveyards, and often slither 
  into the Material Plane through spontaneous portals 
  in search of prey. A bone weird appears as a vaguely 
  serpentine mass of bones, hundreds upon hundreds of 
  them, topped by a large skull. The skull is usually of a 
  large animal, such as a crocodile or moose, but it could be 
  anything, and it is fused to the creature’s form.
  Natural Manifestation. The bone weird is often 
  mistaken for an undead monster, but it is truthfully a 
  natural manifestation of the Plane of Shadow. It is believed 
  that they come from graveyards in the Shadowfell, where 
  the reflection of old bones coalesces into an elemental 
  creature that forms and crawls out in search of food. 
  Something in that process instills within them an evil 
  mindset, however, and the bone weird delights in causing 
  as much pain and suffering to its food as possible.
  Bone Eaters. Bone weirds live off the bones of living 
  creatures, and they do this by subsuming them directly 
  from victims. Bones of deceased creatures can be eaten 
  if the creature is desperate, but it seems to truly enjoy 
  sucking the bones out of still living victims. The process is 
  horrendously traumatic for the victim.
  Bone Weird
  Large elemental, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 85 (10d10+30)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  14 (+2)
  10 (+0)
  12 (+1)
  Saving Throws Dex +4, Wis +3
  Damage Immunities piercing, poison, necrotic
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 5 (1,800 XP)
  Form of Bones. The bone weird is comprised of hundreds of 
  bones which absorb mighty blows. Critical hits are treated 
  as normal hits against the bone weird. Attacks that deal 
  bludgeoning damage ignore this feature.
  Regeneration. As long as the bone weird has more than 0 
  hit points, it regains 5 hit points at the start of its turn. If the 
  bone weird is reduced to 0 hit points, it reforms with half its 
  maximum hit points in 1d4+1 rounds. The only way to stop this 
  reforming is by destroying the skull of the bone weird after it 
  has been reduced to 0 hit points (the skull has AC 14, 15 hp, 
  and resistance to bludgeoning, piercing, and slashing damage).
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 13 (3d6+3) slashing damage. If the target is a living 
  creature, it must succeed on a DC 14 Wisdom saving throw or 
  have 1d6 of its bones subsumed by the bone weird. The bones 
  are ripped out through the victim’s body, inflicting 22 (4d10) 
  force damage, and forcing the victim to succeed on a DC 14 
  Constitution saving throw. On a failure the victim gains a level 
  of exhaustion from the ordeal.
  
  Volume VIII  |  Plane of Shadow
  8
  Giant, Death
  Death giants are adopted inhabitants of the Plane of 
  Shadow who have given over any shred of their Material 
  Plane lives to become suffused with necrotic energy. 
  They are thinner and stringier than their strength would 
  indicate, and they dress in archaic armor reminiscent of a 
  forgotten epoch long since vanished from the multiverse. 
  Their skin is gray and no hair grows on their body. Death 
  giants are cruel, merciless, and selfish, and see themselves 
  as the true rulers of the Shadowfell.
  From Conquerors to Slaves. The creatures that 
  would become death giants entered the Plane of Shadow 
  generations ago with intentions of glorious conquest. 
  They came in great numbers and built titanic cities in 
  the Shadowfell, but something in the plane eroded their 
  very being. Refusing to give up, giant shamans delved into 
  solutions, and they found that they could harness the souls 
  of their countless slaves to sustain their forms while on 
  the Plane of Shadow. They perfected the art of reaping 
  souls, and in doing so they ended up replacing their own 
  souls with shadowstuff, and they became death giants as 
  a result. Their cities collapsed with no slaves to maintain 
  them, falling into the darkness of the plane, and the death 
  giants scattered, seeking out more souls to harvest in 
  order to maintain their own existence.
  Immortal Rulers. Death giants rarely organize together. 
  Instead they surround themselves with lesser living 
  creatures, both as a means of conquering their enemies 
  and providing them with fresh souls in case situations turn 
  against them. Some death giants still haunt the collapsed 
  ruins of their former fortresses, and it seems as though the 
  process of reaping souls keeps them effectively immortal.
  Death Giant
  Huge giant, neutral evil
  Armor Class 17 (splint)
  Hit Points 247 (23d12+92)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  16 (+3)
  19 (+4)
  12 (+1)
  18 (+4)
  24 (+7)
  Saving Throws Str+13, Con +9, Wis +9, Cha +12
  Skills Athletics +13, Intimidate +12, Perception +9
  Damage Immunities necrotic
  Condition Immunities exhaustion, frightened
  Senses darkvision 60 ft., Passive Perception 19
  Languages Common, Giant
  Challenge 13 (10,000 XP)
  Reap Soul. A creature within 30 feet of the death giant reduced 
  to zero hit points is killed immediately, and the death giant 
  gains 40 temporary hit points. A creature killed in this way may 
  not be returned to life until the death giant is slain. If multiple 
  death giants are in range, only one gains this benefit. The death 
  giant may voluntarily release a creature’s soul if it chooses.
  Actions
  Multiattack. The death giant makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 27 (3d12+8) slashing damage.
  Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one 
  target. Hit: 34 (4d12+8) bludgeoning damage.
  Frightful Keening (Recharge 5-6). Each creature of the giant’s 
  choice within 60 feet must succeed on a DC 16 Wisdom saving 
  or be frightened for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw is successful or the 
  effect ends for it, the creature is immune to the giant’s Frightful 
  Keening for the next 24 hours.
  
  Volume VIII  |  Plane of Shadow
  9
  Golem, Bone
  Bone golems are agile guardians created from the 
  discarded remnants of bones from all manner of creatures. 
  Each is unique, but they generally appear as a tall 
  humanoid with slumped shoulders and mismatched bones 
  through its form. Only one skull is used in the creation of 
  a bone golem, and this head forms the center piece of the 
  construct. Bone golems are surprisingly quick and agile, 
  and their cackle can paralyze the stoutest of warriors.
  Origin. It’s difficult to pinpoint the origin of the bone 
  golem. Certainly members of the Tenebrous Cabal excel 
  at their creation, and the Bleak Academy in the Plane of 
  Shadow is guarded by more than a few of these tireless 
  constructs. But bone golems are mentioned in one of the 
  earlier volumes of the Book of Shadows, which predate the 
  Tenebrous Cabal by many years. Some scholars claim the 
  Dark Powers gifted the secrets of bone golem construction 
  to one of their darklord prisoners, and from there the 
  secret escaped the mists and out into the multiverse.
  Bone Golem
  Large construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 114 (12d10+48)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  18 (+4)
  3 (-4)
  8 (-1)
  1 (-5)
  Damage Immunities necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., Passive Perception 9
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 7 (2,900 XP)
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Necrotic Absorption. Whenever the golem is subjected to 
  necrotic damage, it takes no damage and instead regains a 
  number of hit points equal to the necrotic damage dealt.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hi: 15 (2d10+4) bludgeoning damage.
  Cackle (Recharge 5-6). The golem lets loose a horrendous 
  cackle meant to strike fear in the hearts of the living. Every 
  living creature within 60 feet must succeed at a DC 15 Wisdom 
  saving throw or be frightened for 1 minute. If the saving throw 
  fails by 5 or more the victim is also paralyzed for 2 rounds. 
  A frightened creature can repeat the saving throw at the end 
  of each its turn, ending the effect on itself with a success. 
  A creature that saves against a golem’s cackle or has the 
  frightened effect end for it is immune to the cackle of all bone 
  golems for 24 hours.
  
  Volume VIII  |  Plane of Shadow
  10
  Gwiddon
  A gwiddon is an evil druid dedicated to the Plane of 
  Shadow who has taken special steps to become an 
  undead creature. This process was originally perfected 
  by a deposed demon lord of the Abyss, but the secrets 
  were stolen by the Raven Queen and spread to a circle of 
  followers dedicated to rot and death. A gwiddon appears as 
  a gaunt, desiccated human, skin parched and drawn tight 
  against the bones. The creature’s voice is a raspy whisper 
  that sounds like sand blowing across a desert dune.
  Shadow Gardens. The Plane of Shadow contains a 
  number of blighted, desecrated sites known as Shadow 
  Gardens, each tended by one or more gwiddon and a flock 
  of undead monstrosities. Terrible things grow in a Shadow 
  Garden, each a dark and twisted reflection of the natural 
  beauty contained within a standard garden, but there are 
  some rare items that only grow there. Potent material 
  components to certain shadow and necromantic spells 
  can be harvested from a Shadow Garden, but the gwiddon 
  never allows even a single leaf from being removed.
  Circle of Rot. Gwiddons practice a blasphemous form of 
  druidic magic tied to the Circle of Rot. Most druids around 
  the multiverse view this as the worst kind of defiling magic, 
  but there are some isolated regions where a gwiddon can 
  be summoned and forced to teach the secrets of the rot 
  magic to willing subjects. The natural vegetation around 
  a shepherd of the Circle of Rot withers and dies, and the 
  power of the druid is stolen directly from nature. Most 
  druids regard such practices as beyond redemption and 
  seek to end any signs of its use.
  Gwiddon
  Medium undead, neutral evil
  Armor Class 17
  Hit Points 83 (15d8+15)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  12 (+1)
  14 (+2)
  18 (+4)
  12 (+1)
  Saving Throws Dex +7, Wis +8, Cha +5
  Skills Perception +8
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 18
  Languages Druidic, Common
  Challenge 9 (5,000 XP)
  Aura of Blight. The gwiddon is surrounded by an aura that drains 
  vitality from those around it. Any living creature that starts 
  their turn within 5 feet of the gwiddon must make a DC 16 
  Constitution saving throw or suffer 9 (2d8) necrotic damage.
  Innate Spellcasting. The gwiddon is a 9th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit 
  with spell attacks). The gwiddon has the following druid spells 
  prepared:
  Cantrips (at will): poison spray, produce flame, resistance, thorn 
  whip
  1st level (4 slots): entangle, jump, thunderwave
  2nd level (3 slots): enhance ability, gust of wind, spike growth
  3rd level (3 slots): call lightning, dispel magic, sleet storm
  4th level (3 slots): blight, ice storm, polymorph
  5th level (1 slot): insect plague
  Magic Resistance. The gwiddon has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The gwiddon makes two ranged attacks.
  Blight Ray. Ranged Weapon Attack: +7 to hit, range 60/200 ft., 
  one creature. Hit: 18 (4d8) necrotic damage.
  
  Volume VIII  |  Plane of Shadow
  11
  Nightshade
  Some of the most feared beings that stalk the Plane of 
  Shadow are the nightshades. Monstrously huge undead 
  beings made of pure darkness and shadow, nightshades 
  are mute guardians and hunters of the landscape. There 
  are three known varieties of nightshades – the worm-like 
  nightcrawler, the bat-like nightwing, and the lanky giant-
  like nightwalker.
  Tied to the Midnight Stones. Scattered about the 
  Shadowfell are strange circles made of massive slabs 
  of a strange rock known as midnight stones. These 
  standing circles rarely stay in one location for very long, 
  but their presence is always marked by a congregation of 
  nightshades. They do not communicate with one another, 
  at least not in any perceptible way, but they do not interfere 
  with one another either. Sometimes they converge on 
  the midnight stones to deter some intruder or curious 
  adventurer seeking to unlock the mystery of the circles, 
  but just as often they simply act as they normally would 
  but confined to a smaller region around the circle. No one 
  knows how the nightshades are connected to the midnight 
  stones yet.
  Free Willed Predators. Each of the nightshades is an 
  efficient hunter and predator, and sometimes they slip 
  outside the Plane of Shadow and out into the Material 
  Plane. Some powerful necromancers have learned ways to 
  summon and bind the undead monsters to their will, but 
  this is rare – the nightshades seem resistant to domination 
  attempts. Nightshades live off the living force energy of 
  mortal creatures, but they seem effectively immortal unless 
  defeated in combat.
  Nightcrawler
  The nightcrawler is a titanic worm-like being, black and 
  shadowy, with a gaping tooth-filled maw at its “head” that it 
  uses to chew up dirt and opponents. It is blind, but it uses 
  some unknown other sense to detect the presence of living 
  creatures. It is capable of swallowing targets whole, and it 
  can spew a cloud of necrotic gas to weaken foes before it 
  slithers in for the final kill.
  Nightwing
  The flap of the nightwing’s huge bat-like wings is usually 
  the only sound that precedes its lightning-quick attacks 
  from the air. It uses its talons to rend flesh from bone, 
  and it has a powerful anti-magic cone it can unleash to 
  reduce magical effects to nothing. Nightwings are the only 
  nightshades that are often encountered in pairs, flapping 
  through the dark skies of the Shadowfell in search of a 
  new meal.
  Nightwalker
  As large as any giant but gaunt and thin, the nightwalker is 
  a fearsome opponent and skilled stalker of prey. Shadow 
  monsters accompany them, though some believe this is 
  a byproduct of their connection to the Negative Energy 
  Plane rather than a deliberate ally, and their fearsome 
  claws are capable of reducing the stoutest warrior to a 
  quivering mess in an instant.
  Nightcrawler
  Huge undead, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 200 (16d12+96)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  7 (-2)
  22 (+6)
  9 (-1)
  10 (+0)
  11 (+0)
  Saving Throws Con +10, Wis +4
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities blinded, charmed, exhaustion, frightened, 
  poisoned
  Senses blindsight 120 ft., passive Perception 10
  Languages -
  Challenge 10 (5,900 XP)
  Magic Resistance. The nightshade has advantage on saving 
  throws against spells and other magical effects.
  Shadow Chains. Any living creature in dim light or darkness that 
  starts its turn within 30 feet of the nightshade must succeed 
  on a DC 18 Strength saving throw or be restrained for 1 minute. 
  The creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself with a success. If the 
  creature succeeds on the saving throw against this effect or the 
  effect ends for it, it is immune to the Shadow Chains feature of 
  nightshades for the next 24 hours.
  Tunneler. The nightshade can burrow through solid rock at half 
  its burrow speed and leaves a 10-foot-diameter tunnel in its 
  wake.
  Turn Immunity. The nightshade is immune to the effects of Turn 
  Undead.
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 16 (2d8+7) piercing damage. If the target is a Large or 
  smaller creature, it must succeed on a DC 17 Dexterity saving 
  throw or be swallowed. A swallowed creature is blinded and 
  restrained, possesses total cover against attacks and other 
  effects outside the nightshade, and suffers 36 (8d8) necrotic 
  damage at the start of each of the nightshade’s turns.
  If the nightshade takes 30 damage or more on a single turn 
  from a creature inside it, the nightshade must succeed on a DC 
  19 Constitution saving throw at the end of its turn. On a failure 
  it regurgitates all swallowed creatures. Regurgitated creatures 
  fall prone in a space within 10 feet of the nightshade. If the 
  nightshade dies, a swallowed creature is no longer restrained by 
  it and can escape from the body by using 20 feet of movement, 
  exiting prone.
  Poison Breath (Recharge 5-6). The nightshade expels a cloud of 
  necrotic gas in a 60-foot long cone. Living creature in the cone 
  must make DC 19 Constitution saving throws, suffering 28 
  (8d6) poison damage on a failed save, or half as much damage 
  on a successful one. Creatures that fail the saving throw are also 
  poisoned.
  
  Volume VIII  |  Plane of Shadow
  12
  Nightwing
  Huge undead, neutral evil
  Armor Class 19 (natural armor)
  Hit Points 136 (16d12+32)
  Speed 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  27 (+8)
  15 (+2)
  16 (+3)
  14 (+2)
  13 (+1)
  Saving Throws Dex +12, Wis +6
  Skills Perception +6, Stealth +12
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical wewapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages -
  Challenge 9 (5,000 XP)
  Magic Resistance. The nightshade has advantage on saving 
  throws against spells and other magical effects.
  Shadow Chains. Any living creature in dim light or darkness that 
  starts its turn within 30 feet of the nightshade must succeed 
  on a DC 18 Strength saving throw or be restrained for 1 minute. 
  The creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself with a success. If the 
  creature succeeds on the saving throw against this effect or the 
  effect ends for it, it is immune to the Shadow Chains feature of 
  nightshades for the next 24 hours.
  Turn Immunity. The nightshade is immune to the effects of Turn 
  Undead.
  Actions
  Multiattack. The nightshade makes two attacks: one with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 17 (2d8+8) piercing damage plus 18 (4d8) necrotic 
  damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 26 (4d8+8) slashing damage.
  Magic Nullification Cone (Recharge 5-6). The nightshade 
  creates a 60-foot long cone of magic nullification. Everything 
  in the radius of the cone is affected by the dispel magic spell. 
  Spells of 3rd level or lower end immediately, and for each spell 
  of 4th level or higher the nightshade must make a check at +7 
  against a DC of 10 + the spell level. On a success the spell ends.
  Nightwalker
  Huge undead, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 168 (16d12+64)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  18 (+4)
  18 (+4)
  11 (+0)
  14 (+2)
  11 (+0)
  Saving Throws Dex +8, Con +8, Wis +6
  Skills Perception +7, Stealth +8
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 120 ft., passive Perception 17
  Languages -
  Challenge 9 (5,000 XP)
  Magic Resistance. The nightshade has advantage on saving 
  throws against spells and other magical effects.
  Shadow Chains. Any living creature in dim light or darkness that 
  starts its turn within 30 feet of the nightshade must succeed 
  on a DC 18 Strength saving throw or be restrained for 1 minute. 
  The creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself with a success. If the 
  creature succeeds on the saving throw against this effect or the 
  effect ends for it, it is immune to the Shadow Chains feature of 
  nightshades for the next 24 hours.
  Turn Immunity. The nightshade is immune to the effects of Turn 
  Undead.
  Actions
  Multiattack. The nightshade makes two claw attacks.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 15 (2d8+6) slashing damage plus 9 (2d8) necrotic 
  damage, and the target must succeed on a DC 16 Wisdom 
  saving throw or be frightened of the nightshade for 1 minute. 
  The target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself with a success. If a creature 
  succeeds on the saving throw against this effect or the effect 
  ends for it, it is immune to this effect for the next 24 hours.
  Summon Shadows (Recharge 5-6). The nightshade summons 
  up to 4 shadows. The shadows emerge from a point in dim 
  light or darkness within 60 feet, and serve the nightshade 
  completely.
  
  Volume VIII  |  Plane of Shadow
  13
  Odem
  Dangerous, malevolent spirits that haunt the Plane of 
  Shadow, odem are cruel and sly, a dangerous combination 
  in the Shadowfell. Their natural form resembles a wisp of 
  shadowy mist, but they much prefer to occupy the body of 
  another humanoid creature for as long as possible. Some 
  scholars have linked odem to ghosts, but the possession 
  nature of the odem is much deeper and more sinister than 
  a typical ghost. Odems that possess a humanoid gain all 
  knowledge of the person’s life, allowing them to mimic 
  it nearly flawlessly. During this time the original mind is 
  shunted to the back without knowledge of their actions or 
  plans, and the target’s mind can communicate only with 
  the odem telepathically.
  Spirits of Shadow. Odem are widely believed to be 
  natural inhabitants of the Plane of Shadow. They are not 
  undead, but instead elemental manifestations of pure 
  shadow and darkness. While in possession of a body they 
  retain their ethereal sight ability, allowing them to easily 
  spot their own kind and to keep watch for creatures that 
  might be able to threaten them.
  Game of Hosts. Odems retain possession of a humanoid 
  body for as long as possible, and they delight in their secret 
  subterfuge. It’s a game to the odem, though rarely do 
  others know they are playing, and they often have no long 
  term plan other than surviving and causing mischief and 
  terror. When an odem leaves or is forced out of a body, the 
  host is left with a sense of great time loss – to them, one 
  moment they were in one place, and the next moment they 
  are somewhere completely different. Some communities 
  call these poor unfortunates the vacated, and the name has 
  stuck.
  Odem
  Tiny elemental, chaotic evil
  Armor Class 16
  Hit Points 15 (6d4)
  Speed 0 ft., fly 60 f.t (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  23 (+6)
  11 (+0)
  15 (+2)
  14 (+2)
  16 (+3)
  Skills Insight +4, Perception +4, Stealth +8
  Damage Immunities acid, cold, fire, lightning, necrotic, poison, 
  thunder; bludgeoning, piercing, and slashing from weapons that 
  are not cold iron
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 14
  Languages telepathy 120 ft.
  Challenge 3 (700 XP)
  Ethereal Sight. The odem can see 120 feet into the Ethereal 
  Plane when it is on the Material Plane or Plane of Shadow, and 
  vice versa.
  Incorporeal Movement. The odem 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.
  Actions
  Etherealness. The odem enters the Ethereal Plane from the 
  Material Plane or Plane of Shadow, or vice versa. It is not visible 
  on the Material Plane or Plane of Shadow while it is in the 
  Border Ethereal.
  Possession (Recharge 6). One humanoid that the odem can see 
  within 5 feet of it must succeed on a DC 13 Charisma saving 
  throw or be possessed by the odem; the odem then disappears, 
  and the target is incapacitated and loses control of its body. 
  The odem now controls the body and deprives the target of 
  awareness. The odem can’t be targeted by any attack, spell, or 
  other effect, except ones that target possession specifically, 
  and it retains its alignment, Intelligence, Wisdom, Charisma, 
  and immunity to being charmed and frightened. It otherwise 
  uses the possessed target’s statistics, and it gains access to the 
  target’s knowledge, class features, and proficiencies.
  The possession lasts until the body drops to 0 hit points, the 
  odem ends it as a bonus action, or the odem is turned or forced 
  out by an effect like the dispel evil and good spell. When the 
  possession ends, the odem reappears in an unoccupied space 
  within 5 feet of the body. The target is immune to this odem’s 
  Possession for 24 hours after succeeding on the saving throw 
  or after the possession ends.
  
  Volume VIII  |  Plane of Shadow
  14
  Shambling Graveyard
  Shambling graveyards are monstrously evil manifestations 
  of the soil in the Plane of Shadow. Suffused with necrotic 
  energy, they lurch forth from cemeteries and burial 
  grounds in the Shadowfell, and have been encountered in 
  Material Plane locations with strong ties to the shadow 
  plane. A shambling graveyard appears as a great mound 
  of black dirt and mud, filled with tombstone shards and 
  patches of oily green moss. They reach out with massive 
  clumps of earth to pummel opponents, and are feared 
  for their ability to completely engulf enemies in their 
  suffocating bulk.
  Risen by Fear. The process that creates a shambling 
  graveyard isn’t exactly known, but there is a strong 
  connection between a cemetery in the Material Plane and 
  the mirror version in the Plane of Shadow that can birth 
  them. However, not all such locations have shambling 
  graveyards, so some planar scholars believe an extra 
  ingredient is needed to give rise to these behemoths of 
  blackened soil. Locations with strong emotions seem 
  primed to feed a shambling graveyard and summon them 
  in the Shadowfell so it is reasonable to assume fear places 
  a pivotal role in their creation.
  Midnight Stalkers. On the Plane of Shadow, where the 
  sun never shines, shambling graveyards are free to roam 
  in the darkness, though they typically keep to a territory 
  marked by the cemetery that birthed them. When they 
  make it to the Material Plane, they shun the light, though 
  they suffer no actual penalties from its power. They prefer 
  the deepest hours of night and usually choose to shamble 
  forth during that time in search of fresh blood and flesh to 
  consume.
  Shambling Graveyard
  Huge plant, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 153 (18d12+36)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  7 (-2)
  14 (+2)
  5 (-3)
  10 (+0)
  1 (-5)
  Damage Resistances cold, fire
  Damage Immunities necrotic
  Condition Immunities blinded, charmed, deafened, exhaustion
  Senses blindsight 60 ft., passive Perception 10
  Languages -
  Challenge 8 (3,900 XP)
  Presence of the Grave. The shambling graveyard gives off an 
  unholy emanation as a result of its unnatural composition. Any 
  living creature within 60 feet of the shambling graveyard must 
  make a DC 16 Wisdom saving throw or be frightened for 1 
  minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for it, 
  the creature is immune to the shambling graveyard’s Presence 
  of the Grave for the next 24 hours.
  Actions
  Multiattack. The shambling graveyard makes two slam attacks. If 
  both attacks hit a Large or smaller target, the target is grappled 
  (escape DC 16) and the shambling graveyard uses its Engulf on 
  the target.
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 15 (2d10+4) bludgeoning damage. The target suffers 11 
  (2d10) necrotic damage at the start of their next turn as the 
  wound festers with black tainted dirt.
  Engulf. The shambling graveyard engulfs a Large or smaller 
  creature grappled by it. The engulfed target is blinded, 
  restrained, and unable to breathe, and it must succeed on a 
  DC 16 Constitution saving throw at the start of each of the 
  shambling graveyard’s turns or take 15 (2d10+4) bludgeoning 
  damage. If the shambling graveyard moves, the engulfed target 
  moves with it. The shambling graveyard can have up to 4 
  Medium creatures or 1 Large creature engulfed at a time.
  
  Volume VIII  |  Plane of Shadow
  15
  Slime Shadow
  Slime shadows are bubbling, semi-sentient masses of 
  oozing darkness similar to black puddings. They devour 
  wooden and metal objects, and they seek out the greatest 
  concentration of this that they can sense. Slime shadows 
  seem to occur spontaneously in the Plane of Shadow and 
  have been encountered in all environments across the 
  plane.
  Sludge Drinkers. Slime shadows are often found near 
  regions that contain necromantic seepage, and it is widely 
  believed that the monsters actually feed on the black 
  sludge leaking in from the Negative Energy Plane. The 
  slime shadows are immune to the soul rot disease that 
  afflicts other creatures and they ooze monsters are not 
  above targeting weakened foes that happen to stumble into 
  the seepage.
  Slime Shadow
  Large ooze, unaligned
  Armor Class 7
  Hit Points 51 (6d10+18)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  5 (-3)
  16 (+3)
  1 (-5)
  6 (-2)
  1 (-5)
  Damage Resistances cold, fire
  Damage Immunities necrotic
  Condition Immunities blinded, charmed, deafened, exhaustion
  Senses blindsight 60 ft., passive Perception 10
  Languages -
  Challenge 2 (450 XP)
  Amorphous. The slime shadow can move through a space as 
  narrow as 1 inch wide without squeezing.
  Corrosive Form. Any nonmagical weapon made of metal or 
  wood that hits the slime shadow corrodes. After dealing 
  damage, the weapon takes a permanent and cumulative -1 
  penalty to damage rolls. If its penalty drops to -5, the weapon is 
  destroyed. Nonmagical ammunition made of metal or wood that 
  hits the slime shadow is destroyed after dealing damage.
  Spider Climb. The slime shadow can climb difficult surfaces, 
  including upside down, without need to make an ability check.
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 6 (1d6+3) bludgeoning damage, and the target’s 
  Strength score is reduced by 1d4. The target dies if this reduces 
  its Strength to 0. The reduction lasts until the target finishes a 
  short or long rest. In addition, nonmagical armor worn by the 
  target is partly dissolved and takes a permanent and cumulative 
  -1 penalty to the AC it offers. The armor is destroyed i the 
  penalty reduces its AC to 10.
  
  Volume VIII  |  Plane of Shadow
  16
  Hazards & Phenomena
  The Plane of shadow is a dangerous place for the 
  unprepared. The very air saps the will to live out of visitors, 
  and spontaneous hazards like necromantic seepage and 
  darklands can cause sudden and very real problems. 
  Travelers to the Shadowfell be warned!
  Darkland
  Darklands are regions of intense cold and dread in a 
  concentrated area on the Plane of Shadow. Typically, a 
  darkland covers a radius of 1d20 miles, but larger and 
  smaller zones have been encountered across the plane. 
  Creatures that take a short rest in a darkland cannot 
  spend any hit dice for healing and must succeed on a DC 
  14 Wisdom saving throw or suffer one level of exhaustion 
  from the deep numbing cold. Creatures that finish a 
  long rest within a darkland automatically gain a level of 
  exhaustion and do not regain any hit points or spent hit 
  dice.
  This effect is more than just a physical cold, however. If 
  a creature is immune to both necrotic and cold damage 
  it is immune to the effect of the darkland, but only if it is 
  immune to both damage types.
  It is theorized that darklands are regions where the 
  border between the Plane of Shadow and the Negative 
  Energy Plane is thinnest. Sometimes this has an obvious 
  source, and sometimes the source can be stopped so 
  that the power of the darkland eventually fades away. In 
  the Shadowdark below the surface of the Shadowfell, 
  darklands are much more common and less obvious in 
  their causes.
  Fell Despair
  An intangible but omnipresent feeling of dread and 
  despair hangs over the entire Plane of Shadow. Creatures 
  entering it from the Material Plane feel it immediately 
  – an oppressiveness, as if the darkness had weight and 
  was pressing in from all sides. It’s been described as 
  suffocating and insufferable. For characters, spending too 
  much time in the Shadowfell risks an effect known as fell 
  despair.
  After each short rest spent in the Plane of Shadow, 
  characters must succeed on a DC 10 Wisdom saving 
  throw. On a failure, the character is affected by fell despair. 
  Roll 1d20 and consult the following table to determine the 
  fell despair effect.
  1d20
  Fell despair eFFect
  1
  Clumsy. Whenever you roll a 1 on an attack roll, 
  saving throw, or ability check, you fall prone.
  2
  Distracted. You suffer disadvantage on initiative.
  3
  Drowsy. You cannot make opportunity attacks.
  4
  Fatalistic. You suffer disadvantage on death 
  saving throws.
  5
  Hopeless. You suffer -2 on all saving throws.
  6
  Indifferent. You cannot use Inspiration.
  7
  Lethargic. You suffer disadvantage on 
  Constitution saving throws.
  8
  Sluggish. Your speed is reduced by 5 feet.
  9
  Unconcerned. You suffer disadvantage on 
  Dexterity saving throws.
  10
  Craven. You suffer disadvantage on Strength-
  based ability checks.
  11
  Insomnia. You regain only half normal hit points 
  from Hit Dice spent.
  12
  Mistrustful. You cannot move through allies’ 
  spaces.
  13
  Paranoid. You suffer disadvantage on Wisdom 
  saving throws.
  14
  Forgetful. You suffer disadvantage on 
  Intelligence-based ability checks.
  15
  Jealous. You cannot take the Help action.
  16
  Squeamish. You suffer disadvantage on your 
  first attack in a round against an opponent who 
  is at or below half their starting hit points.
  17
  Delusional. You suffer disadvantage on Wisdom-
  based ability checks.
  18
  Jittery. You suffer disadvantage on Dexterity-
  based ability checks.
  19
  Quarrelsome. You suffer disadvantage on 
  Charisma-based ability checks.
  20
  Surge of Hope. You gain a point of Inspiration.
  If a character is already suffering a fell despair effect and 
  fails the saving throw, the new despair effect replaces the 
  old one. Removing a fell despair effect requires spending 
  half of the character’s Hit Dice during a long rest and 
  succeeding at a DC 15 Wisdom saving throw. The calm 
  emotions spell removes despair, as does any spell or other 
  magical effect that removes a curse.
  
  Volume VIII  |  Plane of Shadow
  17
  Necromantic Seepage
  Pools of black and purple sludge occasionally bubble 
  up from the ground in the Plane of Shadow, creating 
  necromantic seepage. This thick fluid is lethal, and any 
  living creature that touches necromantic seepage must 
  succeed on a DC 14 Constitution saving throw. On a failure 
  the creature contracts a debilitating disease known as soul 
  rot.
  Soul rot takes effect immediately. Creatures suffering 
  from soul rot lose all of their available Hit Dice, and cannot 
  regain Hit Dice or spend Hit Dice while suffering from 
  the disease. They regain only half the normal hit points 
  from magical healing sources and regain no hit points on 
  a long rest. Victims show signs immediately as their skin 
  becomes pale and deep shadows appear under their eyes 
  and around the corners of their mouth.
  At the end of each long rest, the infected creature must 
  make a DC 14 Constitution saving throw. On a failure, the 
  character suffers necrotic damage equal to one half of their 
  maximum hit points. The infected creature must succeed 
  on two saving throws to end the soul rot. If the necrotic 
  damage suffered reduces the character’s hit points to 0 
  or lower, they die immediately and rise as a wraith in 1d4 
  rounds.
  Shadow Stain
  The Plane of Shadow’s connection to the Negative Energy 
  Plane is strong, and in certain areas that vibrancy can 
  increase the potency of undead creatures. These regions, 
  known as shadow stains, usually cover 60-foot radius 
  areas, and any undead creature inside the area of effect 
  regenerates 5 hit points at the start of their turn as long 
  as they have 1 or more hit points. In addition, any necrotic 
  damage suffered by a target in a shadow stain deals 
  maximum damage. It has been theorized that shadow 
  stains are the result of powerful undead creatures expiring 
  in the Shadowfell, and that some remnant of their strong 
  link between the two planes remains and empowers 
  similar creatures.
  Mysterious Sites & Treasures
  The Plane of Shadow is rife with wicked locations, 
  evil cultists, and all manner of dangerous places, and 
  sometimes characters have a need to pierce the veil of 
  worlds and find these locations. Other times, they may find 
  that the borders between the Shadowfell and the Material 
  Plane are thin enough to draw out some of these fell sites 
  and objects!
  Balefire
  A sword forged by death giants long ago, Balefire is a relic 
  of ancient design and terrible purpose that drifts though 
  time according to some unknown will. It is possessed with 
  an intelligence that rivals many mortal wizards and has 
  the ability to transform itself from one type of sword to 
  another. It often disguises itself as a mundane dagger or 
  shortsword, waiting to be picked up by the right wielder, 
  before it latches its psychic tentacles into a target and 
  consumes them with a burning rage.
  Balefire can be commanded to ignite in purple flames, 
  similar to a flame tongue sword, but its flames deal psychic 
  damage rather than fire. The sword’s name also refers to 
  the curse of balefire that consumes wielders that choose 
  to hold on to it for too long – the insidious weapon causes 
  madness as its power burns through the brain of the 
  holder.
  Balefire seems consumed with destroying every last 
  vestige of death giant architecture and design, and drives 
  its wielder to hunt down and demolish strongholds and 
  cities once held by the powerful creatures. It holds some 
  unknown connection to Kazzak’tul, and it is rumored that 
  it was originally forged there and played some part in the 
  great castle’s downfall. The secret to unraveling Balefire 
  might be found somewhere in its vaults.
  Barrow of the Umbral Chief
  The Umbral Chief is a legendary figure within the Plane 
  of Shadow, an individual of great strength and conviction 
  who passed over from the Material Plane by sheer force of 
  will. Long ago, the Umbral Chief was a barbarian king who 
  united disparate tribes of the eastern lands in a distant 
  Material Plane, and he used the powers of shadows and 
  darkness to enhance his abilities. His horde conquered, 
  but eventually he fell and was interred in a great lavish 
  barrow high in the mountains of his homeland.
  Then, unexpectedly, the Umbral Chief rose in the 
  Shadowfell from where he was laid. He summoned 
  forth spectral and shadowy forces and now wanders 
  the darkened realm as a force of chaos. His barrow still 
  remains, however, but it has passed fully into the Plane of 
  Shadow. It holds the original bones of the Umbral Chief 
  in an elaborate and richly decorated burial chamber deep 
  beneath the mountains. It is guarded by the shades of 
  the great chief’s most loyal bodyguards, but inside lay 
  the treasure the conqueror collected in his legendary 
  campaigns.
  Bleak Academy
  Founded by a trio of vampire masters, the Bleak Academy 
  is a gothic school built in the Shadowfell focused on 
  advancing the arcane and divine arts of necromancy. It was 
  recreated from the pieces of the original site after being 
  destroyed in the Material Plane due to its location above 
  the legendary Tomb of Horrors, but since then it has seen 
  quite a revival in faculty, students, and forbidden lore. 
  The vampire masters formed the Tenebrous Cabal to help 
  further their goals, and over the years they have attracted 
  a large number of individuals with interests in the darker 
  magical arts.
  The Bleak Academy is built from bone white stone, 
  but the vampires that control it can cloak the ground 
  in a shadowy field to hide it from prying eyes. It also 
  moves, though it’s unclear if this is just a natural part 
  of the Shadowfell or if it’s a deliberate action by one or 
  more of the Tenebrous Cabal leaders. Several towers 
  spike up around the main building, which is shaped like a 
  grinning skull, and in the center sits a planar observatory 
  
  Volume VIII  |  Plane of Shadow
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  that only views the Negative Energy Plane. Intelligent 
  undead of all kind populate the halls, along with would-be 
  necromancers, death domain clerics, and others with an 
  interest and aptitude in necromantic magic.
  The library of the Bleak Academy is relatively small but 
  contains the largest collection of dark tomes known in the 
  Plane of Shadow. It is the prize of the Tenebrous Cabal, 
  and one of the vampire masters can always be found 
  within its book-laden chambers. Students and faculty are 
  allowed to peruse the library’s collection, but visitors are 
  not allowed to touch any of the books lest they risk the 
  wrath of the Bleak Academy curse (which may be just a 
  rumor, but so far has deterred most would-be thieves).
  Circle of Midnight Stones
  Scattered through the Plane of Shadow are curious circles 
  of tall, monolithic stone blocks carved out of a unique 
  and otherwise unknown rock. Known as midnight stones, 
  these circles have been found all over the Shadowfell, from 
  mountainous valleys to shadow-haunted forests to dismal 
  swamps. It isn’t even know if there are multiple circles, 
  or if there’s just one that moves around with greater 
  frequency than the rest of the plane, but wherever it lands 
  great evil manifests nearby. The prevailing theory is that a 
  (the?) Circle of Midnight Stones is a direct communication 
  tool to the Dark Powers that rule behind the scenes and 
  create the Domains of Dread.
  Thick billowing mists have been reported around 
  the stones as well, lending credence to the connection 
  with the Dark Powers, but to date no traveler or scholar 
  has discovered the truth and lived to tell the tale. Evil 
  creatures in the Shadowfell seem naturally drawn to 
  the Circle of Midnight Stones, and it’s not uncommon to 
  see nightshades in great number congregating around 
  them. Do the nightshades have something to do with the 
  midnight stones? No one knows for certain.
  Evernight
  Cities on the Material Plane usually have a dark reflection 
  in the Plane of Shadow, but often these are empty, 
  eerie locations filled with ghostly sounds but no actual 
  inhabitants. One of the exceptions is the city of Evernight. 
  Some strange plane-warping property of the Shadowfell 
  creates a single Evernight but it is linked to every Material 
  Plane, usually as a mirror of a major Material Plane city. 
  On Faerun, the city of Neverwinter is located on the other 
  side.
  Evernight is a city ruled by undead monsters with no 
  regard for law or order. The living are viewed as nothing 
  more than chattel and food for the masses. Vampires, 
  liches, mummies, ghosts, skeletons, zombies, and more 
  wander the streets, and through some unknown accord 
  peace is kept within the confines of Evernight. They trade 
  and work in the shadow-filled city and though killings and 
  murders are commonplace events there are no formal 
  guards or laws.
  Rumors persist that certain nobles within Evernight can 
  grant living creatures a special boon that allows them to 
  pass as one of the undead within the monstrous city, but 
  finding and convincing one of the undead lords to do this 
  has thus far proven impossible. Evernight is viewed as a 
  safe haven for the living dead, but most of the inhabitants 
  are selfish, cruel, hate-filled creatures so “safe” should be 
  regarded as a very relative term.
  
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  Gloomwrought, City of Midnight
  Gloomwrought is a thriving metropolis in the Plane of 
  Shadow that exists uniquely in the plane only. It does not 
  have a mirror in the Material Plane, and its construction 
  hints at greater mysteries within the Shadowfell itself. It is 
  situated on the shores of a storm-wracked sea of darkness, 
  and its gloom-filled streets are oppressive and cold. The 
  city is shaped like a crescent along a bay of similar size, 
  with the streets and buildings dipping lower the closer 
  it approaches the water’s edge, creating a bowl-like 
  depression.
  The city is ruled by Prince Rolan the Deathless, a 
  human noble who has ruled for many more years than a 
  human normally lives. He and the nobles of Gloomwrought 
  govern with the help of the mysterious keepers – strange, 
  somber, normally silent guardians and stewards of the city 
  itself. The keepers were there before the residents, and 
  the warlocks and priests claim they will be there after all 
  the mortals have been consumed by the darkness of the 
  plane. For their own part, the keepers seem interested in 
  maintaining the city itself rather than enforcing any laws or 
  keeping the peace.
  The Double Dagger Tavern is a popular watering hole 
  for travelers from the Material Plane seeking guides 
  and information about the Plane of Shadow. Most of 
  Gloomwrought’s citizens are transplants from other 
  planes, though a fair number of shadowborn beings call 
  the city home as well. The Raven Queen has a large 
  following in Gloomwrought, and the Tenebrous Cabal 
  maintains a strong position among the nobles as well.
  Kazzak’tul
  Death giants are dangerous wanderers of the Plane 
  of Shadow, but once long ago they commanded great 
  respect from impressive castles. Kazzak’tul was one of 
  their greatest strongholds, and its ruins still dominate the 
  icy shadow-filled peaks where it now resides in ruin and 
  collapse. It was ruled over by four death giant warlords of 
  great power long ago, each one controlling one quarter of 
  the massive stronghold, but infighting and treachery tore 
  the death giants apart. Two were killed, one was driven 
  out, but it is rumored Kazzak’tul still holds the fourth, who 
  wanders the now empty halls, madness claiming her mind 
  and body.
  The vaults below Kazzak’tul were said to hold a great 
  treasure coveted by the death giants, but the stronghold’s 
  remote location has deterred most adventurers from 
  finding the site. Those that have found Kazzak’tul report 
  that ancient wards still protect the lowest levels, and the 
  remaining death giant warlord driven mad by some force 
  vexes travelers.
  Moon Towers
  The Plane of Shadow is the home to a subrace of elves 
  known as the shadar-kai. These mysterious beings 
  keep to themselves, usually shunning the company of 
  other creatures, and their works are rare and just as 
  confounding. Moon Towers are perfect examples of this. 
  These tall thin towers stand in remote regions of the 
  Shadowfell, the result of ancient shadar-kai construction 
  and shadow weaving. They are each roughly 300 feet tall 
  made of pale gray stone, and at the top sits an orb. The 
  orbs shed dim light in a short radius around the Moon 
  Tower, but within that light the shadows are deeper and 
  darker than the rest of the plane.
  No doors or windows exist to access a Moon Tower, but 
  somehow the shadar-kai are able to get in and operate 
  the orb on top. They can direct its light towards a target 
  up to several miles away, and the result is a deep well of 
  shadows that grants a shadar-kai enhanced power. The 
  exact nature of this power isn’t known, but it is thought 
  that these shadow elves have found a way to tap into a true 
  source of shadow power. Not just an aspect of Negative 
  Energy, but a profoundly deep darkness.
  Nightwyrm Fortress
  Constructed before much of the Material Planes were even 
  formed, the legendary Nightwyrm Fortress is the colossal 
  home of the ancient shadow dragon Urishtar. It sits not 
  on the Plane of Shadow but above it, in a titanic shadow 
  storm that swirls miles and miles above the ground. Within 
  the eye of the storm, the Nightwyrm Fortress moves across 
  the Shadowfell, resting on fossilized stones from the time 
  before the Inner Planes collided and formed much of the 
  multiverse. Urishtar is one of the oldest beings known to 
  exist, and it has collected treasures and secrets since time 
  immemorial and placed them within the walls of its flying 
  home.
  Urishtar rarely leaves the Nightwyrm Fortress, instead 
  using agents of shadow to do its bidding across the 
  multiverse. What the shadow dragon’s goals are is anyone’s 
  guess, as it seems to collect both powerful and mundane 
  items and transport them back to the fortress via powerful 
  shadow teleportation magic.
  Onyx Citadel of the Raven Queen
  Hidden away within the realm known as the Shadow of 
  Shadows is the seat of the Raven Queen herself. Rising 
  from a torrential tornado of souls stands her Onyx Citadel, 
  a grim and monolithic structure constructed of polished 
  black ice that resembles onyx at a distance. The soul storm 
  that surrounds the citadel keeps most intruders at bay, but 
  at the Raven Queen’s whim the storm can be abated to 
  allow for travelers to enter her sacred home.
  Within the Onyx Citadel the Raven Queen holds court. 
  The cold is so great that any living creature that remains 
  with its walls for more than a day freeze into solid blocks. 
  She is attended to by monstrous consorts of all sorts, 
  including massive undead shadows that she sends to do 
  her bidding across the Plane of Shadow. The Raven Queen 
  holds supreme power within the confines of the Shadow of 
  Shadows and it is whispered that she sees everything that 
  transpires within the Shadowfell through the use of her 
  raven spies that can be heard but rarely seen all across the 
  land.
  Sitting at the edge of the soul storm that surrounds 
  the Onyx Citadel is the Raven Queen’s greatest temple, 
  Zvomarana. Here, acolytes of the Raven Queen come to 
  attempt the grueling steps necessary to become one of her 
  
  Volume VIII  |  Plane of Shadow
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  chosen, a sorrowsworn. Most die in the process, but those 
  that succeed ascend to the Onyx Citadel and are tasked 
  with specific duties across the Shadowfell.
  Shadowdark
  Below the ground of the Plane of Shadow lurks a labyrinth 
  of tunnels and darkness deeper and more sinister than 
  most things found on the surface. This is the realm known 
  as the Shadowdark, and its tunnels stretch on for miles 
  and miles in twisting, confusing pathways. The tunnels 
  cross into massive caverns with lakes of necromantic 
  sludge, or shadow ice filled chambers of supremely 
  evil power. Most of the Shadowdark is enshrouded in a 
  darkland, making travel difficult if not impossible for the 
  unprepared, and monsters of darkness and death lurk in 
  the night-filled caves.
  There are rumors of a city of undead drow elves 
  somewhere in the Shadowdark along with illithid elder 
  brains and vampiric versions of normal Underdark 
  denizens. Few have found good reason to explore 
  the Shadowdark, and those that do come back with 
  nightmares and little to show for it. Legends say the source 
  of the Shadowfell, a great portal to the Negative Energy 
  Plane, sits deep beneath the Shadowdark, which would 
  explain the qualities of the underground realm. Could 
  this portal be closed? Could the connection between the 
  two planes be severed? It seems unlikely, but some planar 
  scholars believe the only constant in the multiverse is 
  change.
  Ship of Horror
  Oceans of dark water exist in the Plane of Shadow, the 
  mirror images of Material Plane waters, but the storms 
  that wrack the shadow oceans are constant and rough. 
  Few travel them deliberately, but there is one vessel that 
  has been seen that heralds dark and foreboding times. 
  Sailors on the Material Plane refer to it as the Ship of 
  Horror, and it is a moving portal to the Shadowfell that 
  travels the seas, trapping ships in its shadowy wake and 
  sending them to a watery grave in the Plane of Shadow. 
  The Ship of Horror is said to be crewed by undead sailors 
  under the command of a necromancer of terrible power, 
  who is himself trapped aboard the vessel.
  The Ship of Horror is only encountered at night, and it 
  is always accompanied by thick mists that cut visibility. It 
  is thought that the ship is itself a Domain of Dread and its 
  captain a darklord, and certain aspects of the vessel bear 
  this theory out. Rare is the encounter with the Ship of 
  Horror that does not result in all hands being lost at sea 
  in the Plane of Shadow. What does the enigmatic captain 
  want? Some say he searches for a lost love that was swept 
  overboard by a rogue wave, while others say he seeks fresh 
  victims for his crew on their journey of the damned.
  Adventure Hooks
  The Plane of Shadow holds a wealth of adventure 
  opportunities for would-be heroes and treasure seekers. 
  It can inadvertently pull unsuspecting characters into its 
  depths, or powerful beings could try to push their way 
  into the Material Plane. The plots of the Raven Queen and 
  the Tenebrous Cabal can also lead to exciting adventure 
  opportunities.
  Tier 1 (levels 1-4)
  Incursionary forces from the Plane of Shadow into the 
  Material Plane can require the services of characters 
  of this tier, but trips to the Shadowfell are not out of the 
  realm of possibility as well.
  ... An acquaintance of the characters begins to act very out 
  of character and seems preoccupied with death. It turns 
  out the acquaintance is possessed by an odem, and that its 
  seeking to link up with others of its kind in the city. How 
  far has the odem infestation gone? Who can be trusted? 
  The characters are going to have to investigate and keep 
  their findings to themselves until the time is right if they 
  hope to expunge the parasitic forces.
  ... While investigating a graveyard at night, the characters 
  find a pool of necromantic seepage originating from a 
  spontaneous portal to the Plane of Shadow. The black 
  sludge animates the dead around it, and the characters 
  need to find a way to plug the leak if they hope to stem the 
  tide of undead monsters rising from the graveyard.
  ... A stranger comes to visit the town the characters are 
  in, peddling art and trinkets from the Plane of Shadow. 
  The stranger is trying to get rid of the items but by curse 
  cannot give them away – he must sell them. When he tries 
  to break the curse a pack of shadow mastiffs show up and 
  attack, and he begs the characters to help him. Where did 
  he find the cache of shadow items in the first place? Is he 
  telling the truth?
  Tier 2 (levels 5-10)
  The Plane of Shadow can become a common location for 
  characters of this level to visit and adventure across. The 
  city of Gloomwrought may even become a home away from 
  home, serving up intrigue and adventure within it’s night-
  shadowed streets.
  ... A shadowborn family in Gloomwrought reaches out 
  to the characters for help. They are devotees of the 
  Raven Queen, and when one of their own passed away 
  recently they learned the soul never made it to the Onyx 
  Citadel. The characters can track down the missing soul, 
  discovering that it was stolen by a devil hiding in a remote 
  shadow mountain castle along with hundreds of others 
  that it plans to sell on the soul market in the Outer Planes.
  ... Cultists dedicated to the Raven Queen seek a member of 
  a noble family to complete a ritual honoring their beloved 
  queen. The family member is either a confidant of the 
  characters or one of the characters themselves, and they 
  must track down the cultists before they make their final 
  move. From the shadowed districts of Gloomwrought the 
  characters track the movements of the Raven Queen cult, 
  who are gathering components for a powerful ritual meant 
  
  Volume VIII  |  Plane of Shadow
  21
  to please their indifferent patron.
  ... Sailors in a waterfront tavern tell tales about the Ship 
  of Horror, and how it’s been seen recently. The characters 
  are approached by a grief-stricken widow who tells them 
  that her husband was on a ship that was supposed to be 
  back days ago, but she fears they met with the legendary 
  Ship of Horror. She asks the characters to find her 
  husband and bring him back. Finding a captain to sail out 
  in search of the Ship of Horror is the first challenge, then 
  comes finding it and boarding it. The darklord that rules 
  the vessel doesn’t give up his prizes without a fight, so the 
  party is going to have to be bold and daring to rescue the 
  husband and other sailors.
  Tiers 3 and 4 (levels 11+)
  Extraplanar travel becomes more commonplace at the 
  higher tiers, where the characters have magic available 
  to them to easily visit other planes. The Plane of Shadow 
  holds plenty of challenges for higher level parties, who may 
  find themselves tangling with the more powerful denizens 
  of the Shadowfell.
  ... The characters face a powerful undead foe, but their 
  opponent flees to the sanctuary of Evernight, taking 
  valuable information and items with it. In order to get 
  into Evernight, the characters must somehow disguise 
  themselves as undead, and they can work with a 
  disenfranchised mummy lord who is looking to strike 
  revenge against other forces in the city. Can they trust 
  their new undead friend? What dangers lurk in a city full of 
  monstrously evil denizens?
  ... A greataxe of legendary proportions is needed to 
  complete a task the party has been set upon, and the 
  weapon is revealed to be in the vault of Kazzak’tul, ancient 
  stronghold of the death giants. The characters must find 
  the broken site and then deal with its stone guardians, as 
  well as negotiate with the now insane death giant warlord 
  who helped build the site. The lower vaults are locked 
  away but by gaining the death giant’s trust the characters 
  can navigate the tunnels and access the secret repository 
  that holds the greataxe they seek.
  ... A horde of undead barbarians breaks from the 
  Shadowfell to the Material Plane. They move only at night 
  but they are merciless in their ferocious rage. The only 
  thing that can stop them is a bone from the resting place 
  of the Umbral Chief, and the characters must hurry to find 
  the item before the horde decimates more innocent lives. 
  The characters must track down more information about 
  the Umbral Chief before they can find his final resting 
  place in the Plane of Shadow. The barrow is guarded by 
  the warlord’s greatest bodyguards, now undead shadow 
  warriors, along with traps meant to protect the treasure 
  and final bones of the great Umbral Chief.
  
  Volume VIII  |  Plane of Shadow
  22
  Random Encounter Tables
  The below tables can be used by the Dungeon Master 
  as a source of inspiration when a party of characters is 
  traveling through the Plane of Shadow. Look at each one 
  as a springboard for new adventure ideas, or as a means of 
  highlighting the nature of the plane for the players.
  Plane of Shadow
  1d100
  plane oF shadow encounter
  01-05
  A pack of zombies recently risen
  06-10
  A pool of necromantic seepage
  11-15
  Darkling thieves looking for easy marks
  16-20
  A necromancer and bodyguards
  21-25
  A pack of shadow mastiffs
  26-30
  A bone weird
  31-35
  A tribe of ghoul scavengers
  36-40
  An odem searching for a victim
  41-45
  A pair of shadow demons on assignment
  46-50
  The garden of a gwiddon
  51-55
  A bone golem gone berserk
  56-60
  A shambling graveyard
  61-65
  A pool containing several slime shadows
  66-70
  Darkland
  71-75
  A vampire teacher from the Bleak Academy
  76-80
  Shadow stain
  81-85
  A death giant searching for lost ruins
  86-90
  A tunnel caused by a nearby nightcrawler
  91-95
  A pair of nightwings seeking fresh prey
  96-00
  A nightwalker rising from a pool of 
  shadows
  
  Volume VIII  |  Plane of Shadow
  23
  Player Options
   
  Heroes are drawn to the Plane of Shadow like moths 
  to a flame. The innate sense of darkness and prevailing 
  despair that blankets the plane calls to heroes to shine 
  their light as bright as possible, bringing hope and joy to a 
  realm devoid of both. The dangers of the Shadowfell are 
  relatively minor and its ease of access also draw characters 
  of all tiers. It’s easy for a group of adventurers to be swept 
  up in a tide of undead rising from a portal to the Plane of 
  Shadow and to follow it to its source, sealing the rift on 
  the other side and stranding themselves there while they 
  search for a way back home.
  The lure of the Shadowfell inspires many characters 
  as well, who can imagine great power stemming from the 
  well of shadows in this echo plane. Some characters may 
  be directly tied to it - shadowborn PCs were born in the 
  Plane of Shadow and still feel its connection. Others are 
  unwilling participants in the plane’s less savory denizens, 
  such as the host remannts of an odem’s residence known 
  as the vacated.
  The new class options include the Path of the Umbral 
  One for the barbarian, the Shadow Domain for clerics, and 
  the Shadowdance archetype for the rogue. There are also 
  two new backgrounds, Shadowborn and Vacated, available 
  to characters.
  Barbarian: Path of the Umbral 
  One
  Stories and legends of the Umbral Chief and his legion of 
  shadow barbarians from the steppe lands still circulate 
  among many groups. In civilized lands, those that 
  remember such a time recall darkness descending and a 
  horde of blood-thirsty warriors howling out of the night, 
  moving with and among the shadows as if they were part 
  of it. Others, such as the various tribes that shun cities and 
  comforts, see the power seized by the Umbral Chief as 
  an example – perhaps taken too far, or perhaps not taken 
  far enough for some. Barbarians in these lands see the 
  Umbral Chief as a hero and follow in his footsteps, taking 
  up the Path of the Umbral One. Some revere the fallen 
  barbarian, others seek to undo the damage that he and 
  his ravaging horde did across the land, while still others 
  see opportunity in claiming the domain of the shadows for 
  their own.
  Umbral Charge
  At 3rd level when you choose this path, you are able to tap 
  into the Plane of Shadow while raging to avoid physical 
  obstacles and barriers that stand between you and your 
  foe. While raging, when you move at least 20 feet towards 
  a creature you can see, your movement blurs the lines 
  between the planes and you are able to move through 
  physical objects and creatures as if they were not there. If 
  something stops your movement while you are inside an 
  object or creature, you suffer 1d10 force damage and are 
  moved to the closest unoccupied space.
  Nocturnal Fury
  Beginning at 6th level, your rage does not end 
  automatically before its duration while you are within an 
  area of dim light or darkness.
  Shadow Predator
  Beginning at 10th level, you can meld into the shadows to 
  position yourself for a better strike. As a bonus action you 
  can become invisible, as the spell invisibility. You must be 
  in an area of dim light or darkness to use this feature, and 
  it lasts until the start of your next turn.
  You must complete a short or long rest before you can 
  use this feature again.
  Savor the Black Blood
  Starting at 14th level, you can soak up the life force spilled 
  by your attack. The first time you inflict damage with a 
  melee weapon in a round you gain temporary hit points 
  equal to your Constitution modifier.
  Cleric: Shadow Domain
  Shadows are a natural breakpoint between darkness 
  and light, both in terms of brightness and in a broader 
  metaphysical term, and many gods hold sway over this 
  unique space. They are often neutral in alignment, their 
  actions and dogma striking the same balance between 
  good and evil, though many are regarded as sinister and 
  underhanded because of their affiliations. The same 
  balance exists between life and death, and many gods 
  that claim the shadows as their dominion fall into a more 
  neutral-based death focus as well. Shar, Mask, Wee Jas, 
  Takhisis, Hades, Set, and Hel are all gods that could offer 
  the Shadow domain to their clerics.
  shadow domain spells
  cleric level
  spells
  1st
  bane, dissonant whispers
  3rd
  darkness, invisibility
  5th
  fear, vampiric touch
  7th
  Evard’s black tentacles, greater 
  invisibility
  9th
  enervation, mislead
  Bonus Cantrip
  When you choose this domain at 1st level, you gain the 
  chill touch cantrip if you don’t already know it.
  
  Volume VIII  |  Plane of Shadow
  24
  Web of Shadows
  Starting when you choose this domain at 1st level, you can 
  create strands of darkness to imprison or slow opponents. 
  Choose a point within 60 feet. Shadowy webs fill a 15-foot 
  cube centered on that point, creating an area of difficult 
  terrain. Each creature that starts its turn in the webs or 
  that enters them during its turn must make a Dexterity 
  saving throw against your spell save DC. On a failed save, 
  the creature is restrained as long as it remains in the webs 
  or until it breaks free. A creature restrained by the webs 
  can use its action to make a Strength check against your 
  spell save DC. If it succeeds, it is no longer restrained.
  The webs last for as long as you are concentrating, up 
  to a maximum of 10 minutes if the webs are in dim light 
  or darkness, or 1 minute if they are in bright light. You can 
  use this feature a number of times equal to your Wisdom 
  modifier (a minimum of once). You regain all expended 
  uses when you finish a long rest.
  Channel Divinity: Sphere of Shadow
  Starting at 2nd level, you can use your Channel Divinity 
  to create a sphere of shadows to envelop you and your 
  allies. The shadow sphere is centered on you and expands 
  out to a radius of 30 feet. Within the sphere, all light 
  sources are reduced by one step (bright light reduced to 
  dim light, dim light is reduced to darkness) and in areas of 
  darkness objects and creatures are heavily obscured. You 
  and a number of targets equal to your Wisdom modifier 
  are unaffected by the Sphere of Shadow and can see and 
  operate within it without penalty. The Sphere of Shadow 
  lasts for 10 minutes.
  Channel Divinity: Curse of Despair
  Starting at 6th level, you can use your Channel Divinity to 
  invoke a sense of deep despair in a single target, similar 
  to the natural properties of the Plane of Shadow. Choose 
  a creature you can see within 30 feet. That creature must 
  succeed on a Wisdom saving against your spell save DC or 
  suffer from the effects of the bestow curse spell. The effect 
  lasts for as long as you are concentrating, up to 1 minute.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns, 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 psychic damage to 
  the target. When you reach 14th level, the extra damage 
  increases to 2d8.
  Shadow Friend
  At 17th level, you have advantage on all saving throws 
  while in dim light or darkness.
  Rogue: Shadowdancer
  Moving gracefully between the lines of light and dark, 
  the shadowdancer is a performer and entertainer who 
  commands a mysterious power that both delights and 
  frightens onlookers. Pulling “shadow stuff” directly from 
  the Plane of Shadow, the dancer moves, jumps, twirls, 
  and twists at the right moment, avoiding pitfalls with the 
  grace of an acrobat. Many shadowdancers form traveling 
  troupes, moving from town to town, entertaining all and 
  asking for little in return. These troupes rarely operate 
  for charity, however, and many are simply fronts for highly 
  organized groups of cutpurses, assassins, and escape 
  artists using their talents for larcenous ends.
  Shadow Jump
  Starting at 3rd level, you gain the ability to jump from 
  one shadow into another. When you are in dim light or 
  darkness, you can use your bonus action to teleport up to 
  30 feet to an unoccupied space you can see that is also in 
  dim light or darkness.
  Shadow Illusion
  Starting at 9th level, you learn to shape the shadows to 
  your whim. You can cast the major image spell without 
  material components. The spell save DC is 8 + your 
  Dexterity modifier + your proficiency modifier.
  You must complete a long rest before you can use this 
  feature again.
  Improved Shadow Jump
  Beginning at 13th level, your ability to move from shadow 
  to shadow increases. The range of your Shadow Jump 
  feature increases to 60 feet.
  Shadow Selves
  When you reach 17th level, you are able to animate the 
  shadows around you to confound your foes. While you are 
  in dim light or darkness, you gain the benefit of the mirror 
  image spell. Duplicates destroyed return 10 minutes later. 
  Additionally, you can move one of your duplicates up to 
  30 feet using your bonus action. A duplicate that’s moved 
  beyond your space acts as you would act but must remain 
  in dim light or darkness; a duplicate is destroyed in bright 
  light. A duplicate must remain within 100 feet of you and 
  it cannot make attacks, but you can use Help as a bonus 
  action using a duplicate.
  
  Volume VIII  |  Plane of Shadow
  25
  New Backgrounds
  Shadowborn
  As an echo plane, the Shadowfell is a dark reflection of 
  the Material Plane. This is true not just of buildings and 
  geography, but of many people as well. A creature born 
  in the Plane of Shadow as a twin to one in the Material 
  Plane is known as shadowborn. These beings can be of 
  almost any race, and their resemblance to their twin on 
  the Material Plane can be identical or simply passing - 
  the dread nature of the Shadowfell changes many things 
  about a person’s twin, both physically and mentally. Many 
  are paler than their counterparts, with sunkan and hollow 
  eyes that dance with shadows. Outside their native plane, 
  shadowborn look slightly out of focus, as if they were out of 
  tune with the fabric of the multiverse by a small degree.
  Skill Profiencies: Insight, Stealth
  Languages: Any one planar language 
  Equipment: A set of dark common clothes including a 
  hood, a small token from the Plane of Shadow infused 
  with shadowstuff, and a belt pouch containing 15 gp
  Feature: Shadow Sense
  You have an innate sense of shadows and darkness owing 
  to your planar heritage. You can sense portals to the Plane 
  of Shadow within 120 feet, and you can identify objects 
  and creatures that are native to the Shadowfell that may 
  have left their homes.
  Suggested Characteristics
  Shadowborn are often regarded with some degree of 
  suspicion, owing to their naturallly dark apperance and 
  generally sour demeanor. While rare, it is not unheard 
  of for a shadowborn to run into their counterpart on the 
  Material Plane, which can be a surreal experience for 
  both involved. Most shadowborn do not seek out such 
  experiences, and prefer to keep their thoughts and actions 
  to themselves.
  d8
  personality trait
  1
  I only speak when I have something important 
  to say.
  2
  I try to keep my expectations grounded.
  3
  I’m only comfortable in the shadows.
  4
  I worry that people don’t trust me.
  5
  In shadows, light has to shine twice as bright 
  to make a difference, so I have to work twice as 
  hard.
  6
  I have a cryptic or grim phrase for every 
  situation.
  7
  My family’s legacy in the Shadowfell is difficult 
  to live up to.
  8
  I’m very superstitious about the worlds outside 
  the Plane of Shadow.
  d6
  ideal
  1
  Hope. Darkness can only be pushed back by the 
  hope of a better world. (Good)
  2
  Decay. Everything breaks down eventually. It all 
  gets consumed by shadows in the end. (Evil)
  3
  Paranoia. There’s another me out there, 
  somewhere, and I’m always making sure I’m 
  covered. (Any)
  4
  Curiosity. The worlds outside the Shadowfell 
  are bright, strange, and full of wonders. 
  (Chaotic)
  5
  Faith. There are powers that hold sway over the 
  Plane of Shadow, and I trust them with my soul. 
  (Any)
  6
  Legacy. I carry a name that means something, 
  and I have to live up to that legacy. (Any)
  d6
  Bond
  1
  I met my counterpart and we share a connection 
  stronger than any family member.
  2
  When I left the Shadowfell I was adopted by a 
  kind family who overlooked my dark exterior.
  3
  I was raised in the Plane of Shadow by a mentor 
  who taught me the ways of the multiverse.
  4
  I carry my family’s legacy with my at all times, a 
  constant reminder of what I must live up to.
  5
  A warrior saved me from a pack of ravenous 
  undead, and I owe them a great debt.
  6
  My connection to the Shadowfell is strong and I 
  only feel at peace there.
  d6
  Flaw
  1
  I harshly judge actions I view as futile or 
  worthless.
  2
  I use sarcasm to communicate with the world.
  3
  I pick verbal fights over the slightest insult.
  4
  My passion gets the best of me and I lash out at 
  those around me.
  5
  I get squeamish at the thought of violence.
  6
  My indifference comes across as boredom or 
  arrogance.
  
  Volume VIII  |  Plane of Shadow
  26
  Vacated
  Odem are a devastating elemental spirit native to the 
  Plane of Shadow. They are sometimes mistaken for ghosts 
  as their primary means of interacting with the world is 
  through possession. Unlike a ghost, however, an odem that 
  possesses an individual learns their secrets and memories 
  while they occupy the body and mind. During the time 
  of possession, the host’s mind is pushed to the back and 
  they have no sense of time or memory of what takes place 
  during the ordeal. Some odem possess hosts for years 
  before they are discovered and pushed out, but in each 
  circumstance the person left behind is altered forever by 
  the experience. In the Shadowfell, these people are known 
  as the vacated. They have gaps in their memory as a result 
  of the odem possession, but more than that the experience 
  fundamentally changes their outlook.
  Skill Profiencies: Deception, Investigation
  Languages: One of your choice 
  Equipment: A handful of notes in a language you don’t 
  recognize, a token of your former life, a trinket (roll on the 
  Trinkets table), and a belt pouch with 14 gp.
  Feature: Memory Gap
  You were possessed by an odem for a time, and now that 
  the shadow elemental spirit is gone you have a gap in your 
  memory. You met and interacted with people and lived 
  as a vessel for an evil spirit while those around you were 
  unaware of the change. Eventually someone noticed, as the 
  odem left, but you are still trying to piece together exactly 
  what you did during that memory gap.
  Suggested Characteristics
  Vacated have a different outlook owing to their 
  traumatizing experience as a host for a shadow elemental 
  spirit. The period of time you were not yourself is a blank, 
  and now that you’re back in control things seem a little 
  strange.
  d8
  personality trait
  1
  I sprinkle in words in a language I don’t know 
  without realizing it.
  2
  I doubt my memories and have to double check 
  every task.
  3
  Every emotion I feel is stronger than it normally 
  would be; it’s as if I’m experiencing them for the 
  first time all the time.
  4
  I worry that I hurt the people around me during 
  my period of possession.
  5
  I overshare all of my thoughts with the people 
  around me.
  6
  I shy away from shadows and the dark.
  7
  Books are the only thing I can trust now, and I 
  write everything down.
  8
  I plan out every action in meticulous detail.
  d6
  ideal
  1
  Higher Authority. My faith in the gods keeps 
  me from going insane. (Any)
  2
  Secrets. Everyone has secrets, and now it’s 
  important to keep mine hidden at all costs. (Evil)
  3
  Truth. When we accept the truth of a situation 
  we can move past it and understand why. 
  (Lawful)
  4
  Cosmic Balance. The multiverse has a way of 
  righting itself when things happen, and I just 
  need to be patient. (Neutral)
  5
  Knowledge. The more I know, the more I can 
  cling to my old life. (Any)
  6
  Memories. Material goods don’t matter; only the 
  memories of what we did, and I have to cling to 
  mine to keep them around. (Any)
  d6
  Bond
  1
  My siblings have been very supportive since the 
  odem left.
  2
  The odem that possessed me was driven out by 
  a spirit hunter who helped me recover.
  3
  I was part of a mass odem possession, and 
  when the spirits were driven out we all found 
  solace in each other’s shared experiences.
  4
  I now have a strange trinket I can’t get rid of for 
  some reason.
  5
  Priests at a temple helped me recover from 
  my ordeal, and I forever owe them a debt of 
  gratitude.
  6
  I now have a dog that seems very loyal to me, 
  but I don’t know their name or where they came 
  from.
  d6
  Flaw
  1
  I am prone to violent mood swings.
  2
  My paranoia makes it difficult to trust anyone, 
  including myself.
  3
  The first thing I do is apologize when meeting 
  someone.
  4
  At night, I have nightmares about the terrible 
  things I did while I was possessed.
  5
  Sometimes I forget how to perform basic motor 
  functions, like moving my arms or legs.
  6
  If it’s not written down, it didn’t happen.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dave Coulson/Codex of the Infinite Planes - Vol 08 - Plane of Shadow.pdf