Shadow Fey Guardian
Large Humanoid, neutral evil. CR 4, AC 15, 110 HP. Traits: Fey Ancestry, Innate Spellcasting, Shadow's Vigil, Sunlight Sensitivity, Traveler in Darkness.
- Armor class
- 15
- Hit points
- 110
- Challenge
- 4
- Creature type
- Humanoid
- Size
- Large
- Alignment
- neutral evil
Stat block
- Cha
- 8
- Con
- 16
- Dex
- 14
- Int
- 6
- Str
- 18
- Wis
- 14
- Speed
- Walk: 30
- Senses
- darkvision 60 ft., passive Perception 14
- Skills
- Athletics: 6; Perception: 4
- Actions
- Multiattack. The shadow fey makes two pike attacks.
- Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Languages
- Common, Elvish, Umbral
- Reactions
- Protect. The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction.
- Saving throws
- Strength: 6; Constitution: 5
- Special abilities
- Fey Ancestry. The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep
- Innate Spellcasting. the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. 1/day: misty step (when in shadows, dim light, or darkness only)
- Shadow's Vigil. The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision.
- Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls and 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.
- Condition immunities
- charmed, frightened
Source and licence
From Tome of Beasts.
Licence: Open Game Content (OGL 1.0a).