Sources
CR
Type
Size
Alignment
Movement

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
INT
11
+0
WIS
12
+1
CHA
12
+1
Saving Throws DEX +6, CHA +4
Skills Stealth +6
Damage Resistances necrotic
Condition Immunities Charmed, Exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish
Challenge 7 (2,900 XP)

Traits

Fey Ancestry. The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep.

Shadow Jump. As a bonus action, the shadow dancer can teleport 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 additional effect of the shadow dancer's choice:

  • The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target.
  • The target is knocked prone.
  • The target takes 22 (4d10) necrotic damage.

Lore

In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.