Knight of the Road
Knight of the Road
Medium humanoid, lawful evil
- Armor Class 16 (breastplate)
- Hit Points 117 (18d8+36)
- Speed 30 ft.
- STR
14 (+2) - DEX
18 (+4) - CON
14 (+2) - INT
14 (+2) - WIS
12 (+1) - CHA
16 (+3)
- Saving Throws Dex +7, Con +5, Wis +4, Cha +6
- Skills Arcana +5, Nature +5, Perception +4, Stealth +7, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Common, Elvish, Umbral
- Challenge 5 (1,800 XP)
- Fey Ancestry. The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
- Keen Sight. The shadow fey has advantage on Wisdom (Perception) checks that rely on sight.
- Obscure the Way (1/Day). As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles. In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies.
- Shadow Traveler (3/Day). As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.
- Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Traveler in Darkness. The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
Actions
- Multiattack. The knight of the road makes two longsword attacks or two shortbow attacks.
- Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
- Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
- Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.