Shadar-kai Shadow Dancer

Medium humanoid (elf), any alignment

Armor Class

15 (studded leather)

Hit Points

71 (13d8 + 13)

Speed

walk 30 ft.

Saves

Dex +6, Cha +4

Skills

Stealth +6

Damage Resistances

necrotic

Condition Immunities

charmed, exhaustion

Senses

darkvision 60 ft.

Languages

Common, Elvish

Challenge

7

Proficiency Bonus

+3

Fey Ancestry

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

Actions

Multiattack

The shadar-kai makes three Spiked Chain attacks. It can use Shadow Jump after one of these attacks.

Spiked Chain

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target must succeed on a DC 14 Dexterity saving throw or suffer one of the following effects (choose one or roll a d6): 1–2: Decay The target takes 22 (4d10) necrotic damage. 3–4: Grapple The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadar-kai can't grapple another target. 5–6: Topple The target is knocked prone.

Shadow Jump (Bonus Action)

The shadar-kai teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.