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).

Every licence notice Tavern Bag relies on.