Deep Guide

Medium fey, neutral

Armor Class

16 (studded leather)

Hit Points

39 (6d8 + 12)

Speed

30 ft.

Skills

Nature +3, Perception +5, Stealth +6, Survival +5

Senses

darkvision 60 ft.

Languages

Common, Undercommon

Challenge

4

Dungeoneer's Gear

This fey is equipped with a Dungeoneer's Pack.

Faultless Guide

If the deep guide is given a location in the Underworld, it knows the direction and distance to the location.

Innate Spellcasting

The deep guide's innate spellcasting ability is Wisdom (spell save DC 15). The deep guide can innately cast the following spells, requiring no components. • At will: detect evil and good, light, pass without trace • 1/Day: dispel evil and good, entangle, silence

Keen Hearing and Sight

The deep guide has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Magic Resistance

The deep guide has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The deep guide makes two attacks.

Quarterstaff

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.