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)
Senses
darkvision 60 ft., passive Perception 14
Saving Throws
Dex +8, Con + 5, Wis + 4, Cha +6
Skills
Arcana +4, Deception +6, Perception +4, Stealth +8
Languages
Common, Elvish, Umbral
Challenge
6 (2300 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.