Gleam’s [detached shadow](https://www.dndbeyond.com/monsters/shadow-variant) uses the [shadow](https://www.dndbeyond.com/monsters/shadow) stat block, except it is a Fey instead of an Undead. A creature whose Strength is reduced to 0 by the shadow’s Strength Drain attack does not die but falls [unconscious](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Unconscious) instead. The creature regains consciousness and the reduction to its Strength score disappears after it finishes a short or long rest. ![[gleam-shadow.png]] ```statblock name: Gleam's Shadow size: Medium type: fey alignment: chaotic evil ac: 12 hp: 16 hit_dice: 3d8+3 speed: 40 ft., stats: [6, 14, 13, 6, 10, 8] skillsaves: - Stealth: 4 damage_vulnerabilities: Radiant damage_resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks damage_immunities: Necrotic, Poison condition_immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained senses: Darkvision 60 ft., Passive Perception 10 cr: 1/2 traits: - [Amorphous, The shadow can move through a space as narrow as 1 inch wide without squeezing.] - [Shadow Stealth, While in dim light or darkness, the shadow can take the Hide action as a bonus action.] - [Sunlight Weakness, While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.] actions: - [Strength Drain, Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.] - [No Ticket, The thief targets one carnival guest it can see within 5 feet of it. If the target doesn’t have a ticket, it must succeed on a DC 13 Wisdom saving throw or be stunned for 1 minute. It retains no memory of events that occur while it is stunned in this way. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that successfully saves against this effect is immune to this particular thief’s No Ticket ability for the next 24 hours.] - [Sticky Fingers, The thief targets one stunned creature it can see within 5 feet of it and steals one item weighing 10 pounds or less from that creature. Whatever it steals disappears, reappearing in the space of the hag to which the thief is beholden.] ```