Shadow Snake and Spectral Panther
Two more of my advanced animals, and these two share a space of being able to turn incorporeal, which was a relatively common feature among shadow origin creatures in 4th edition. The rules for it are a little less streamlined in 5th edition, since 4th edition had incorporeal and phasing as their own keywords that were well defined.
Shadow Snake
Large monstrosity, neutral evil
Armor Class 20 (natural armor)
Hit Points 149 (13d10 + 78)
Speed 35 ft., climb 35 ft.
Str 20, Dex 25, Con 22, Int 4, Wis 10, Cha 20
Skills Perception +8, Stealth +11
Damage Resistances poison
Senses blindsight 25 ft., darkvision 120 ft., passive Perception 18
Languages -
Challenge 10 (5900 XP)
Shadow Body. The shadow snake has advantage on Dexterity (Stealth) checks if it is in dim or darker light.
Actions
Multiattack. The shadow snake makes two bite attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (4d8+7) piercing damage and the target must make a DC 18 Constitution saving throw, taking 31 (9d6) points of poison damage on a failed save, or half as much damage on a success.
Vanish Into The Night (Recharge 6). The shadow snake becomes incorporeal, and is invisible while in dim or darker light until the end of its next turn. While incorporeal, the snake gains resistance to all damage except for force or radiant, and 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. If the snake is inside of an object when this effect ends, it is shunted to the nearest open space and takes 3 (1d6) force damage for every 5 feet it has to travel to reach that space.
Shadow snakes were supposedly created by Zehir, the god of night and poison. Yuan-ti revere shadow snakes as manifestations of Zehir that embody all of that god’s qualities, including a cunning greater than that of most beasts.
Spectral Panther
Medium monstrosity, unaligned
Armor Class 15
Hit Points 45 (6d8 + 18)
Speed 35 ft.
Str 15, Dex 20, Con 16, Int 2, Wis 14, Cha 12
Skills Perception +4, Stealth +7
Senses darkvision 120 ft., passive Perception 14
Languages -
Challenge 3 (700 XP)
Keen Smell. The spectral panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions
Multiattack. The spectral panther makes three attacks; one with its bite and two with its claws..
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+5) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) slashing damage.
Spectral Form. The spectral panther turns itself insubstantial. While insubstantial, the panther can move through other creatures and objects as though they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. In addition, while insubstantial it gains resistance to acid, cold fire, lightning, poison, thunder, and bludgeoning, piercing and slashing damage from nonmagical weapons. It gains advantage on all Dexterity (Stealth) checks it makes while insubstantial, but its attacks only deal half damage. The panther can end this effect on itself on its turn as a bonus action.
Spectral panthers can move between the natural world and the Shadowfell at nightfall and sunrise.