Pattern Dancer

Medium Humanoid, chaotic evil. CR 2, AC 13, 33 HP. Traits: Fey Ancestry, Shadow Traveler, Sunlight Sensitivity, Traveler in Darkness, Spellcasting, Group Actions.

Armor class
13
Hit points
33
Challenge
2
Creature type
Humanoid
Size
Medium
Alignment
chaotic evil

Stat block

Cha
16
Con
12
Dex
16
Int
12
Str
10
Wis
12
Speed
Walk: 30
Senses
darkvision 120 ft., passive Perception 11
Skills
Deception: 5; Acrobatics: 5; Performance: 7
Actions
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Languages
Common, Elvish
Saving throws
Wisdom: 3; Charisma: 5; Dexterity: 5
Special abilities
  • Fey Ancestry. The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
  • Shadow Traveler (1/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.
  • 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.
  • Spellcasting. The pattern dancer is a 5th-levelspellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): dancing lights, friends, minor illusion, poison spray 1st level (4 slots): color spray, disguise self, magic missile, shield 2nd level (3 slots): blur, mirror image 3rd level (2 slots): major image, nondetection
  • Group Actions. When three pattern dancers are within 60 feet of each other, they can work together to cast communal spells that are more powerful than they could cast individually. To do this, one takes an action to cast a spell, and the other two must use their reactions to complete it. These communal spells are cast at 11th level and have a spell save DC of 13: At will: hold person 3/day: fear, sleep 1/day: confusion, hypnotic pattern

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.