Guardian
Large Humanoid, Neutral Evil
Armor Class 15 (chain shirt)
Hit Points 110 (13d10 + 39)
Speed walk +30
Challenge 4
Saving Throws con +5, str +6
Skills Athletics +6, Perception +4
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities False
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Umbral
Special Abilities
Fey Ancestry. The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep.
Shadow's Vigil. The guardian has advantage on Wisdom (Perception) checks, and magical darkness doesn't impede the guardian's darkvision.
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 guardian makes two Pike or Javelin attacks.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Bonus Actions
Shadow Traveler (2/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
Protective Interference. When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack, the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon.
Source: Tome of Beasts 2023 · OGL/Open