Armor Class 15
Hit Points 49 (9d8 + 9)
Speed 35 ft.
Skills Perception +3, Stealth +8
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 5
Stench. Any creature that starts its turn within 5 feet of the shadowghast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours.
Shadow Stealth. While in dim light or darkness, the shadowghast can take the Hide action as a bonus action.
Multiattack. The shadowghast makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) slashing damage plus 5 (1d10) necrotic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Explorer's Guide to Wildemount, p. 299