SHl\O
O W 01\NC E R
GLOOM WEl\VER
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.
C H APTER 6 I 8£STll\RY