Shadow Fey Guardian

Shadow Fey Guardian

Large humanoid, neutral evil
  • Armor Class 15 (chain shirt)
  • Hit Points 110 (13d10+39)
  • Speed 30 ft.
  • STR
    18 (+4)
  • DEX
    14 (+2)
  • CON
    16 (+3)
  • INT
    6 (-2)
  • WIS
    14 (+2)
  • CHA
    8 (-1)
  • Saving Throws Str +6, Con +5
  • Skills Athletics +6, Perception +4
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Elvish, Umbral
  • Challenge 4 (1,100 XP)
  • Fey Ancestry. The shadow fey guardian 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.

    1/day: misty step (when in shadows, dim light, or darkness only)
  • Shadow's Vigil. The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision.
  • 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 pike attacks.
  • Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
  • Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Reactions

  • Protect. The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.