Shadow Fey Duelist

Medium humanoid (elf), Lawful Evil

Armor Class

17 (studded leather)

Hit Points

117 (18d8+36)

Speed

walk 30 ft.

Saves

Dex +8, Con +5, Wis +4, Cha +6

Skills

Arcana +4, Deception +6, Perception +4, Stealth +8

Senses

darkvision 60 ft.

Languages

Common, Elvish, Umbral

Challenge

6

Fey Ancestry

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

Innate Spellcasting

The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. • 3/Day: misty step (when in shadows, dim light, or darkness only)

Sunlight Sensitivity

While in sunlight, the shadow fey has disadvantage on attack rolls and 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 shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack.

Dagger

Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.

Rapier

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.