Duelist

Medium Humanoid, Lawful Evil

Armor Class 17 (studded leather)

Hit Points 117 (18d8 + 36)

Speed walk +30

Challenge 6

STR
13
+1
DEX
20
+5
CON
14
+2
INT
13
+1
WIS
12
+1
CHA
16
+3

Saving Throws cha +6, dex +8

Skills Stealth +8, Deception +6, Acrobatics +8, Perception +4

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities 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.

Source: Tome of Beasts 2023 · OGL/Open