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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Shadow Fey Duelist/

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.

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