Knight Of The Road

Medium humanoid (elf), Lawful Evil

Armor Class

16 (breastplate)

Hit Points

117 (18d8+36)

Speed

walk 30 ft.

Saves

Dex +7, Con +5, Wis +4, Cha +6

Skills

Arcana +5, Nature +5, Perception +4, Stealth +7, Survival +4

Senses

darkvision 60 ft.

Languages

Common, Elvish

Challenge

5

Fey Ancestry

The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.

Keen Sight

The shadow fey has advantage on Wisdom (Perception) checks that rely on sight.

Obscure The Way (1/Day)

As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles (see the "Fifth Edition Appendix" in the Midgard Worldbook). In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies.

Shadow Traveler (3/Day)

As a bonus action 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 trait.

Sunlight Sensitivity

While in sunlight, the shadow fey has disadvantage on attack rolls, as well as 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.

Actions

Multiattack

The knight of the road makes two longsword attacks or two shortbow attacks.

Longsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Lance

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Shortbow

Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 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.