Shadow Fey Poisoner

Medium humanoid (elf), Neutral

Armor Class

16 (studded leather armor)

Hit Points

112 (15d8+45)

Speed

walk 30 ft.

Saves

Dex +8, Int +5, Cha +6

Skills

Acrobatics +8, Deception +6, Perception +4, Persuasion +6, Stealth +12

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Common, Elvish

Challenge

11

Assassinate

During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.

Born Of Shadows

When in dim light or darkness, the shadow fey poisoner is invisible.

Evasion

If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Fey Ancestry

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

Shadow Traveler (4/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.

Sneak Attack (1/Turn)

The shadow fey poisoner deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll; or when the target is within 5 feet of an ally of the poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.

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 shadow fey poisoner makes two shortsword attacks or two longbow attacks.

Shortsword

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.

Longbow

Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.