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.

medium
humanoid
cr6
tome-of-beasts