17 (studded leather)
117 (18d8+36)
walk 30 ft.
Dex +8, Con +5, Wis +4, Cha +6
Arcana +4, Deception +6, Perception +4, Stealth +8
darkvision 60 ft.
Common, Elvish, Umbral
6
The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
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)
While in sunlight, the shadow fey has disadvantage on attack rolls and 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.
The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack.
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.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.