Duelist
Medium Humanoid Lawful Evil
- Armor Class: 17 (studded leather)
- Hit Points: 117 (18d8 + 36)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 2023, page 159
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 13 (+1) |
20 (+5) |
14 (+2) |
13 (+1) |
12 (+1) |
16 (+3) |
- Saving Throws: Dex +8, Cha +6
- Skills: Acrobatics +8, Deception +6, Perception +4, Stealth +8
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: False
- Condition Immunities: False
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Common, Elvish, Umbral
Special Abilities
- Duelist's Mobility: Opportunity attacks made against the duelist have disadvantage. If the duelist is prone at the start of its turn, it can immediately stand without costing movement.
- Fey Ancestry: The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
- Sunlight Sensitivity: While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Multiattack: The shadow fey duelist makes two Rapier attacks and 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 plus 14 (4d6) poison damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Rapier: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Bonus Actions
- Shadow Traveler (3/Day): While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.
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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