Duelist (Shadow Fey)¶
The pale-skinned elf wears a gleaming breastplate and tight-fitting clothing. He moves like the wind, evading blows with effortless skill. When he stops and smiles, his blade is slick with crimson. Shadow fey duelists are elite warriors, often of noble lineage. Swift and sure beyond compare, duelists are often taller and more wiry than others of their kind. Their armor, clothing, and weapons are of exquisite make, fashioned from only the finest materials, as befits their station.
A nobleman or woman of the shadow fey is not to be taken lightly—many courtiers or politicians are deadly with their slim blades, and they are known to distill virulent poisons. Often a skilled duelist serves as a champion for her liege, standing in the noble’s stead in challenges or serving as an elite bodyguard.
Shadow Fey Duelist¶
Medium humanoid (elf), lawful evil
Armor Class 17 (studded leather)
Hit Points 117 (18d8 + 36)
Speed 30 ft.
|28 (+9)||1 (-5)||18 (+4)||10 (+0)||11 (+0)||11 (+0)|
Saving Throws Dex +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.
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.
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.