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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)

Saving Throws Dex +6, Cha +4


Skills Stealth +6


Damage Resistances necrotic


INT

11 (+O)

WIS

12 (+ 1)

Condition Immunities charmed, exhaustion


Senses darkvision 60 ft., passive Perception 11


Languages Common, Elvish

Challenge
7 (2,900 XP)






CHA

12 (+ 1)

Fey Ancestry. The shadow dancer has advantage on saving


throws against being charmed, and magic can't put it to sleep
.


..

SOUL MONGER

Shadow jump. As a bonus
action, the shadow dancer can tele-

port 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 addi-

tional effect of the shadow dancer's choice:


  • The target
    is grappled (escape DC 14) ifit is a Medium


or smaller creature. Until the grapple ends,
the target

is
restrained, and the shadow dancer can't grapple an-

other target.


  • The target is knocked prone.

  • The target takes 22 (4d10)
    necrotic damage.


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