TEXT: MICHAEL OHL
  10
  
  2
  Credits
  Design: Michael Ohl
  Development & Editing: Dan Dillon, Steve Winter
  Art Director & Graphic Design: Marc Radle
  Cover Art: Felipe Escobar
  Interior Art: Emile Denis, Felipe Escobar, Florian Stitz
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License  
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,  
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.  
  (Elements that have previously been designated as Open Game Content are not included in this declaration.) 
  Open Game Content: The Open content in this book includes the shadow bloodline, Light Eater warlock patron, 
  Whisper rogue archetype, and the Shadow school spells. No other portion of this work may be reproduced in any  
  form without permission.
  © 2016 Open Design
  www.koboldpress.com
  Shadow Magic
  
  3
  rom the beginning of time, shadows have 
  been respected and feared. Darkness brings 
  a tingle to the spine, reminding us of a time 
  when we felt trapped without light and the darkness 
  itself seemed a predator to fear.
  When the light goes out, the hair on the back of your 
  neck stands up. Was that the wind, or is something 
  lurking in the dark, waiting to attack me? Some of 
  nature’s deadliest predators hunt in darkness, and 
  their ability to see when we can’t makes us feel weak 
  against their power.
  Shadow magic can lend a sinister feel to an NPC 
  or cast a player character as a cursed hero who uses 
  the power of darkness for good at the cost of his or 
  her own soul. Spellcasters who manipulate shadow 
  draw this mysterious, unsettling energy from alien 
  dimensions and turn it to their own uses.
  Sorcerous Origin: 
  Shadow Bloodline
  Your magic comes from a place drained of color, 
  where light fights a losing battle against the relentless 
  encroachment of darkness. In the distant past, your 
  ancestors were touched by the Shadow Realm, and this 
  contact left its mark on your family bloodline.
  Shadow Magic
  10
  
  4
  TAINT OF SHADOW
  Your magic always acts a bit differently than that of 
  other casters. Your magical fire burns with a deep 
  purple flame that sheds little light but casts inky 
  shadows. The influence of the Shadow Realm can be 
  seen in every manifestation of your magic, whether 
  that’s shadowy bonds tightening around the target of 
  a hold person spell or the shadows that swirl like storm 
  clouds inside your dimension door. At 1st level, you 
  gain darkvision out to 60 feet. Within that range, you 
  see through magical darkness as if it were dim light.
  EVIL EYE
  Starting at 1st level, you can gaze at one creature 
  within 60 feet of you and with a bonus action, mark 
  that creature with darkness. The marked creature 
  has disadvantage on its next attack roll or skill check 
  involving sight unless it makes a successful Charisma 
  saving throw. You can use this feature a number of 
  times equal to your Charisma modifier (minimum 
  of once), and you regain all expended uses when you 
  finish a long rest.
  DARK ILLUSIONS
  Starting at 6th level, you have advantage on saving 
  throws against illusion magic. You can also cast blur 
  or mirror image by spending 2 sorcery points.
  PASSAGE THROUGH THE DARK
  At 14th level, you gain the ability to traverse between 
  patches of darkness. When you are lightly or heavily 
  obscured you can, as a bonus action, step through a 
  shadow and emerge from another shadow up to 200 
  feet away. You can stay inside the shadow connection 
  for a number of rounds equal to your Charisma 
  modifier (minimum of 1) if you choose to; while 
  there, you are invisible, nothing can affect you, and 
  you can’t affect anything else. Each use of this ability 
  costs you 4 sorcery points.
  TAINTED SHADOWS
  Beginning at 18th level, you can emanate an aura 
  of energy from the Shadow Realm. By spending 4 
  sorcery points, you radiate an aura of shadow that 
  causes everything within 15 feet of you to become 
  lightly obscured because of dim lighting. Any 
  portion of that area that’s already dimly lit becomes 
  completely dark instead. Enemy creatures that start 
  their turns inside this aura take 10 necrotic damage 
  and must succeed on a Wisdom saving throw or 
  become frightened of this effect. The effect lasts until 
  the start of your next turn.
  Warlock Patron:  
  The Light-Eater
  You have made a pact with a being from the Plane 
  of Shadows whose goal is to plunge the world into 
  unending darkness. You may or may not share this 
  ambition, but you’ve sworn loyalty to this entity. 
  Unlike fiends who seek to corrupt and destroy, light-
  eaters want to make the Material Plane more like 
  their own Shadow Realm. Many light-eaters were 
  once liches, shadow dragons, death knights, vampiric 
  wizards, or other shadow beings that existed long 
  enough to amass great power before abandoning 
  their former paths to pursue the glorifcation of the 
  night as an end in itself.
  EXPANDED SPELL LIST
  The Light-Eater lets you choose from an expanded list 
  of spells when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you.
  Light-Eater Expanded Spells
  Spell  
  Level
  Spells
  1st
  ray of sickness, cloying darkness
  2nd
  blindness/deafness, dark path
  3rd
  fear, legion
  4th
  shadow monsters, night terrors
  5th
  dark dementing, Shadow Realm gateway
  DARKNESS CALLS
  Starting at 1st level, the shadows give you the power 
  to draw a small part of the Shadow Realm into 
  the Material Plane. As an action you can force all 
  creatures within 10 feet of you to make a Wisdom 
  saving throw. Those that fail are blinded until the 
  end of your next turn, by bits of the Shadow Realm 
  clouding their eyes. Once you use this feature, you 
  can’t use it again until you finish a short or long rest.
  LIVING SHADOW
  Beginning at 6th level, the shadows around you 
  sometimes take on a life of their own and defend 
  you when you’re in danger by transporting enemies 
  away through the Shadow Realm. When you take 
  damage, you can use your reaction to transport the 
  creature that damaged you through the shadows to 
  an unoccupied space up to 60 feet away. The affected 
  creature must succeed on a Wisdom saving throw 
  against your spell save DC or take 2d6 cold damage 
  and become frightened of you until the end of its next 
  turn. Once you use this feature, you can’t use it again 
  until you finish a short or long rest.
  
  5
  Deep Magic Shadow Magic
  UNSHAKABLE
  Starting at 10th level, your patron fortifies 
  your mind against fear, letting you 
  shake off even the worst of its effects. 
  You gain immunity to fear-based effects 
  and to the frightened condition. Anytime 
  an enemy uses an effect that would cause 
  fear in you, you can use your reaction to 
  redirect it back at that creature; unless 
  the creature makes a successful Wisdom 
  saving throw, it becomes frightened 
  of you for 1 minute. A frightened 
  creature repeats the saving throw 
  every time it takes damage, ending 
  the effect on itself with a success.
  CALL FROM SHADOW
  Starting at 14th level, you can use an 
  action to summon a shadow horror, 
  which appears in an unoccupied space 
  within 30 feet. The shadow horror 
  uses the statistics of a chuul, but it 
  also understands Common. 
  Roll initiative for the 
  summoned creature, 
  which has its own turns. 
  The shadow horror 
  is friendly to you and obeys your 
  verbal commands. It remains for up to 
  one hour or until it’s reduced to 0 
  hit points. While present, it obeys 
  simple verbal commands from 
  you; if you give it no commands, 
  it defends itself. You must maintain 
  concentration on the shadow horror 
  as if concentrating on a spell. If 
  your concentration is broken, 
  the creature vanishes. Once 
  you use this feature, you can’t 
  use it again until you finish a 
  short or long rest.
  DARK ONE  
  PACT BOONS
  When you select your pact 
  boon at 3rd level, it is subtly 
  altered in the following ways.
  Pact of the Chain: Your familiar 
  can take the Hide action whenever it’s in dim light 
  or darkness. It has disadvantage on attack rolls and 
  Wisdom (Perception) checks while in bright light. 
  The same penalties apply to you while you’re using 
  its senses or casting spells through it, while it’s in 
  bright light.
  Pact of the Blade: The Dark one grants a blade made 
  of an unearthly, shadowy material that is nearly 
  invisible in dim light or darkness. Each time you 
  create it, you can choose whether it does its standard 
  damage type or necrotic damage.
  Pact of the Tome: Your book is literally a book of 
  shadow; shadowy vapor drips from it whenever it is 
  opened or held, and it weighs nothing.
  
  Roguish Archetype: 
  Whisper
  You’ve dedicated your life to the arts of deception, 
  disappearing, and illusion. Somewhere along that 
  path, you encountered something from the Shadow 
  Realm that showed you how to truly be one with the 
  shadows—or perhaps you learned your best tricks 
  from the shadows themselves. All whispers have been 
  touched by a shadow, performed a ritual to bind a 
  shadow to themselves, or drawn in energy from the 
  Shadow Realm to enhance their stealthiness and to 
  become supreme thieves, assassins, or spies.
  DARK TRICKERY
  Starting at 3rd level, you gain darkvision to 60 feet if 
  you did not already have it. You also can use the minor 
  illusion and douse light cantrips.
  FADE AWAY
  When you choose this archetype at 3rd level, you 
  become able to take the Hide action while you’re in 
  dim light or darkness, even if you’re being observed. 
  You have advantage on the Dexterity (Stealth) check 
  to become hidden. After using this feature, you must 
  complete a short or long rest before using it again. 
  You gain an additional use of this ability at 7th level 
  and at 15th level.
  SHADOW ROAD
  Starting at 9th level, you can step from one area of 
  dim light or darkness directly into another that is no 
  more than 60 feet away. Doing so uses an action. You 
  must be able to see the destination or be familiar with 
  its location. If you weren’t already hidden, you you 
  can make a Dexterity (Stealth) check to hide as part 
  of this action. After using this ability, you can’t use it 
  again until you finish a short or long rest.
  BECOME SHADOW
  At level 13, you learn to harness Shadow Realm 
  energy to vanish. While you’re in dim light or 
  darkness, you can use an action to become invisible. 
  You remain invisible for 1 hour or until you attack 
  or cast a spell. If you enter an area illuminated with 
  bright light, you must make a successful DC 15 
  Dexterity (Stealth) check to remain invisible. After 
  using this ability, you can’t use it again until you finish 
  a short or long rest.
  MISDIRECTION
  When you reach 17th level, you learn the displacer 
  beast’s trick of making itself appear in a slightly 
  different location. Attacks against you have 
  disadvantage. If an attack hits you, this ability is 
  disrupted until the start of your next turn. This ability 
  also does not protect you while you’re unconscious 
  or incapacitated.
  Shadow Spell List
  CANTRIP
  Claws of Darkness
  Douse Light
  1ST LEVEL
  Black Ribbons
  Cloak in Shadow
  Cloying Darkness
  2ND LEVEL
  Dark Path
  Darkbolt
  Negative Image
  Shadow Puppets
  3RD LEVEL
  Call Shadow Mastiff
  Legion
  4TH LEVEL
  Night Terrors
  Shadow Monsters
  5TH LEVEL
  Dark Dementing
  Shadow Realm Gateway
  6TH LEVEL
  Banshee Wail
  Become Nightwing
  7TH LEVEL
  Conjure Shadow Titan
  8TH LEVEL
  Malevolent Waves
  9TH LEVEL
  Umbral Storm
  New Spells
  BANSHEE WAIL
  6th-level necromancy
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S, M (a swatch from a death shroud)
  Duration: instantaneous
  You emit a soul-shattering wail. Every creature 
  within a 30-foot cone who hears the wail must make 
  a Wisdom saving throw. Those that fail lose half their 
  remaining hit points and become frightened of you; 
  a frightened creature repeats the saving throw at 
  the end of its turn, ending the effect on itself with a 
  success. Those that succeed take 3d10 psychic damage 
  and aren’t frightened. This spell has no effect on 
  constructs and undead.
  BECOME NIGHTWING
  6th-level enchantment
  Casting Time: 1 action
  Range: self
  Components: V, S, M (a crow’s eye)
  Duration: Concentration, up to 1 minute
  By channeling the essence of the Shadow Realm into 
  yourself, this spell imbues you with wings of shadow. 
  
  7
  Deep Magic Shadow Magic
  For the duration of the spell, you gain a fly speed of 60 
  feet and a new attack action: nightwing breath.
  Nightwing Breath (recharge 4–6). You exhale 
  shadow-substance in a 30-foot cone. Each creature 
  in the area takes 5d6 necrotic damage, or half 
  damage with a successful Dexterity saving throw.
  BLACK RIBBONS
  1st-level conjuration
  Casting Time: 1 action
  Range: 40 feet
  Components: V, S, M (a piece of ribbon)
  Duration: Concentration, up to 1 minute
  You pull pieces of the Shadow Realm into your 
  own reality, causing a 20-foot cube to fill with inky 
  ribbons that turn the area into difficult terrain and 
  wrap around nearby creatures. Any creature that 
  ends its turn in the area becomes restrained by the 
  shadow ribbons until the end of its next turn unless 
  it makes a successful Dexterity saving throw. Once a 
  creature makes this saving throw successfully, it can’t 
  be restrained again by these black ribbons, but it’s still 
  affected by the difficult terrain.
  CALL SHADOW MASTIFF
  3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a dog’s tooth)
  Duration: Concentration, up to 
  1 minute
  You conjure a shadow mastiff from the essence of 
  the Shadow Realm. This creature obeys your verbal 
  commands to aid you in battle or to seek out a 
  specific creature.
  The mastiff is friendly to you and your companions. 
  Roll initiative for the mastiff; it acts on its own turn. 
  It obeys simple, verbal commands from you (giving 
  a command takes no action on your part), within its 
  ability to act.
  The mastiff disappears when it drops to 0 hit 
  points or when the spell ends.
  CLAWS OF DARKNESS
  Evocation cantrip
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You shape shadows into claws that grow from your 
  fingers and drip inky blackness. You can make melee 
  spell attacks with these claws that deal 1d10 cold 
  damage, and the claws have a reach of 10 feet.
  CLOAK IN SHADOW
  1st-level abjuration
  Casting Time: 1 reaction, which you take when you 
  are targeted by an attack but before the roll is made
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You siphon energy from the Shadow Realm to protect 
  yourself from an immediate threat. As a reaction, you 
  pull shadows around yourself to distort reality. The 
  attack against you is made with disadvantage and you 
  have resistance to radiant damage until the start of 
  your next turn.
  
  8
  CLOYING DARKNESS
  1st-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 round
  You reach out with a hand of decaying shadows. 
  Make a ranged spell attack. If it hits, the target takes 
  2d8 necrotic damage and must make a Constitution 
  saving throw. If it fails, its visual organs are enveloped 
  in shadow until the start of your next turn, causing it 
  to treat all lighting as if it’s one step lower in intensity 
  (it treats bright light as dim, dim light as darkness, 
  and darkness as magical darkness).  
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases 
  by 1d8 for each slot level above 1st.
  CONJURE SHADOW TITAN
  7th-level conjuration
  Casting Time: 1 minute
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon a shadow titan, which appears in an 
  unoccupied space that you can see within range. 
  The shadow titan’s statistics are identical to a stone 
  giant’s, with two differences: its camouflage ability 
  works in dim light instead of rocky terrain, and the 
  “rocks” it hurls are composed of shadow-stuff and 
  cause cold damage.
  The shadow titan is friendly to you and your 
  companions. Roll initiative for the shadow titan; 
  it acts on its own turn. It obeys verbal or telepathic 
  commands that you issue to it (giving a command 
  takes no action on your part). If you don’t issue any 
  commands to the shadow titan, it defends itself from 
  hostile creatures but otherwise takes no actions.
  The shadow titan disappears when it drops to 0 hit 
  points or when the spell ends.
  DARK DEMENTING
  5th-level illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a moonstone)
  Duration: Instantaneous
  A dark shadow creeps across the target’s mind 
  and leaves a small bit of shadow essence behind, 
  triggering a profound fear of the dark. The target 
  creature must make a Charisma saving throw. If it 
  fails, the target is afflicted with a long-term madness 
  effect. If the saving throw succeeds, the target is 
  afflicted with a short-term madness effect.
  DARK PATH
  2nd-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a lodestone)
  Duration: Concentration, up to 1 minute
  You conjure a shadowy road between points to create 
  a bridge or path where there was none before. This 
  can bridge a chasm or create a smooth path through 
  difficult terrain to speed movement. The dark path is 
  10 feet wide and up to 50 feet long. It can support up 
  to 500 pounds of weight at one time. A creature that 
  adds more weight than the path can support sinks 
  through the path as if it didn’t exist.
  DARKBOLT
  2nd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You say a quick invocation to create a black nimbus 
  around your hand, then hurl three rays of darkness at 
  one or more targets in range. The rays can be divided 
  between targets however you like. Make a ranged 
  spell attack for each target (not each ray); each ray 
  that hits does 1d10 cold damage. A target that was 
  hit by any number of rays must make a successful 
  Constitution saving throw or be unable to use a 
  reaction until the start of its next turn.
  At Higher Levels. When you cast this spell at 3rd 
  level or higher, you create one additional ray for each 
  level above 2nd.
  DOUSE LIGHT
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  With a hand gesture and an incantation, you are able 
  to douse a single, small source of light within range. 
  This spell extinguishes a torch, a candle, a lantern, or 
  a light or dancing lights cantrip.
  LEGION
  3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a toy soldier)
  Duration: Concentration, up to 1 minute
  You call down a legion of shadowy soldiers in a 
  10-foot cube. They are conjured from the Shadow 
  
  9
  Deep Magic Shadow Magic
  Realm, and their features resemble a mockery of 
  once-living creatures. Whenever a creature starts its 
  turn inside the cube, within 5 feet of it, or enters the 
  cube for the first time on its turn, the conjured shades 
  make an attack using your melee spell modifier; if it 
  hits, the target takes 3d8 necrotic damage. The space 
  inside the cube is difficult terrain.
  MALEVOLENT WAVES
  8th-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a profane object that has been 
  bathed in blood)
  Duration: Concentration, up to 1 minute
  You create an invisible miasma that fills the area 
  within 30 feet of you. All of your allies have advantage 
  on Dexterity (Stealth) checks they make within 30 
  feet of you, and all of your enemies are poisoned while 
  within that radius.
  NEGATIVE IMAGE
  2nd-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a piece of reflective obsidian)
  Duration: Instantaneous
  You create a shadow-tunnel between your location 
  and one other creature you can see within range. You 
  and that creature instantly swap positions. If the 
  target creature is unwilling to exchange places with 
  you, it can resist the effect by making a Charisma 
  saving throw. If the save succeeds, the spell has no 
  effect.
  NIGHT TERRORS
  4th-level illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a crow’s eye)
  Duration: Concentration, up to 1 minute
  You amplify the fear of darkness that lurks in the 
  heart of all creatures. Select a target point you can 
  see within the spell’s range. Every creature within 20 
  feet of that point becomes frightened of you until the 
  start of your next turn and must make a successful 
  Wisdom saving throw or become paralyzed. A 
  paralyzed creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself with 
  a success. Creatures immune to being frightened are 
  not affected by night terrors.
  SHADOW MONSTERS
  4th-level illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a doll)
  Duration: Concentration, up to 1 minute
  Your spell targets up to 2 creatures within range. 
  Each creature must make a Wisdom saving throw. If 
  the saving throw fails, the creature perceives its allies 
  as hostile, shadowy monsters, and it must attack its 
  nearest ally. An affected creature repeats the saving 
  throw at the end of its turn, ending the effect on itself 
  with a successful save.
  At Higher Levels. If shadow monsters is cast with a 5th-
  level or higher spell slot, one additional creature can 
  be targeted for each slot level above 4th.
  SHADOW PUPPETS
  2nd-level illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a pinch of powdered lead)
  Duration: Concentration, up to 1 minute
  You are able to animate the shadow of a creature 
  within range, causing it to attack the creature who cast 
  it. Make a melee spell attack against the creature. If 
  it hits, the target takes 2d8 psychic damage and must 
  make a successful Intelligence saving throw or be 
  paralyzed until the start of your next turn.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases 
  by 1d8 for each slot level above 2nd.
  SHADOW REALM GATEWAY
  5th-level conjuration (ritual)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a piece of black chalk)
  Duration: Concentration, up to 1 minute
  By drawing a circle of black chalk up to 15 feet in 
  diameter and chanting for one minute, you open a 
  portal directly into the Plane of Shadow. The portal 
  fills the chalk circle and appears as a vortex of inky 
  blackness; nothing can be seen through it. Any 
  object or creature that passes through the portal 
  instantly arrives safely in the Shadow Realm. The 
  portal remains open for one minute or until you 
  lose concentration on it, and it can be used to travel 
  between the Shadow Realm and the chalk circle, in 
  both directions, as many times as desired during the 
  spell’s duration.
  This spell can only be cast as a ritual.
  
  10
  UMBRAL STORM
  9th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a channel to a region of the Shadow 
  Realm that is inimical to life and order. A storm 
  of dark, raging entropy fills a sphere 20 feet in 
  radius, centered on a point you can see within 
  range. Any creature that starts its turn in the storm 
  or enters it for the first time on its turn takes 6d8 
  necrotic damage and gains one level of exhaustion; 
  a successful Constitution saving throw halves the 
  damage and prevents exhaustion.
  You can use a bonus action on your turn to move 
  the area of the storm 30 feet in any direction.
  
  11
  Deep Magic Shadow Magic
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  exact text of the COPYRIGHT NOTICE of any Open Game 
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  must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute. 
   7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You 
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   8. Identification: If you distribute Open Game Content You 
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   9. Updating the License: Wizards or its designated Agents 
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   13. Termination: This License will terminate automatically if 
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   15. COPYRIGHT NOTICE 
   Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
   System Reference Document 5.0 Copyright 2016, Wizards 
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, 
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. Gary Gygax and 
  Dave Arneson. 
   Deep Magic: Shadow Magic © 2016 Open Design; Author: 
  Michael Ohl.
  OPEN GAME LICENSE Version 1.0a
  
  AN ADVENTURE 
  ON EVERY PAGE
  Tome of Beasts brings more than 400 new foes  
  to 5th Edition, from vicious dungeon vermin to 
  earth-shaking personifications of evil!
  Every entry comes with full-color art by some  
  of the top talent in the industry. Here,  
  Dungeon Masters will find:
  • Clockwork creatures
  • Drakes and dragons
  • Devils and arch-devils
  • Dangerous flavors of the fey
  ...and much more! These monsters are ready to  
  wreak havoc in any fantasy setting, from  
  fan-favorite realms to worlds of your own creation.
  Flip to any page in the Tome of Beasts and you’ll  
  find an encounter that players won’t soon forget...
  Available now from www.KoboldPress.com  
  and better game stores everywhere!
  ©2016 Open Design. Kobold Press logo is a trademark 
  of Open Design. 5E bullet is used by kind permission 
  of Sasquatch Game Studio.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Kobold Press/Deep Magic 10 Shadow Magic.pdf