Stepper

Medium fey, chaotic good

Armor Class

15 (18 with mage armor)

Hit Points

75 (10d8 + 30)

Speed

35 ft.

Skills

Acrobatics +8, Insight +6, Perception +6, Stealth +8, Survival +6

Senses

darkvision 60 ft.

Languages

Sylvan, Common, Elvish

Challenge

6

Assassinate

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

Fey Step (Recharge 4-6)

As a bonus action, the stepper can teleport up to 30 feet to an unoccupied space it can see.

Innate Spellcasting

The stepper's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no components • At will: locate object, mage armor, message • 2/Day each: detect thoughts, fog cloud, teleport

Magic Resistance

The stepper has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The stepper makes three attacks.

+3 Quarterstaff

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.