13
33 (6d8+6)
walk 30 ft.
Dex +5, Wis +3, Cha +5
Acrobatics +5, Deception +5, Performance +7
darkvision 120 ft.
Common, Elvish
2
The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
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.
While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
When three pattern dancers are within 60 feet of each other, they can work together to cast communal spells that are more powerful than they could cast individually. To do this, one takes an action to cast a spell, and the other two must use their reactions to complete it. These spells are listed in innate spellcasting.
The pattern dancer's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells: • At will: hold person • 3/Day each: fear, sleep • 1/Day each: confusion, hypnotic pattern
The pattern dancer is a -level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The pattern dancer has the following Wizard spells prepared: • Cantrips (at will): dancing lights, friends, minor illusion, poison spray • 1st level (4 slots): color spray, disguise self, magic missile, shield • 2nd level (3 slots): blur, mirror image • 3rd level (2 slots): major image, nondetection
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.