Shadow Fey Duelist
Shadow Fey Duelist
Medium humanoid, lawful evil
- Armor Class 17 (studded leather)
- Hit Points 117 (18d8+36)
- Speed 30 ft.
- STR
13 (+1) - DEX
20 (+5) - CON
14 (+2) - INT
13 (+1) - WIS
12 (+1) - CHA
16 (+3)
- Saving Throws Str +8, Con +5, Wis +4, Cha +6
- Skills Arcana +4, Deception +6, Perception +4, Stealth +8
- Senses darkvision 60 ft., passive Perception 14
- Languages Common, Elvish, Umbral
- Challenge 6 (2,300 XP)
- Fey Ancestry. The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
- Innate Spellcasting. the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.
3/day: misty step (when in shadows, dim light, or darkness only) - Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls and 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 shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack.
- Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.
- Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.
Reactions
- Parry. The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.