Shadow Dancer
Medium humanoid (elf), neutral
Armor Class
15 (studded leather)
Hit Points
71 (13d8 + 13)
Speed
30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
11 (0)
WIS
12 (+1)
CHA
12 (+1)
Damage Resistances
necrotic
Condition Immunities
charmed, exhaustion
Senses
darkvision 60 ft., passive Perception 11
Saving Throws
Dex +6, Cha +4
Skills
Stealth +6
Languages
Common, Elvish
Challenge
7 (2900 XP)
Fey Ancestry. The shadow dancer has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Shadow Jump. As a bonus action, the shadow dancer can teleport 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. The shadow dancer can use this ability between the weapon attacks of another action it takes.
Actions
Multiattack The shadow dancer makes three spiked chain attacks.
Spiked Chain Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer’s choice:
- 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 shadow dancer can’t grapple another target.
- The target is knocked prone.
- The target takes 22 (4d10) necrotic damage.