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Knight of the Road

Size
Medium
Type
Humanoid
Challenge Rating
5
Source
Creature Codex
Alignment
Lawful-Evil
Armor Class
16
Speeds
30
Walking Speed
30
Strength Score
14
Dexterity Score
18
Constitution Score
14
Intelligence Score
14
Wisdom Score
12
Charisma Score
16
Saving Throws
Dexterity, Constitution, Wisdom, Charisma
Skill Proficiencies
Arcana, Nature, Perception, Stealth, Survival
Vision
Darkvision (60ft)
Languages Ref
Common, Elvish, Umbral
Hit Points
117
Languages
Aethyrian Common, Elvish

Medium humanoid (elf), lawful evil


Armor Class 16 (breastplate)

Hit Points 117 (18d8+36)

Speed 30 ft.


STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)

Saving Throws Dex +7, Con +5, Wis +4, Cha +6

Skills Arcana +5, Nature +5, Perception +4, Stealth +7, Survival +4

Senses darkvision 60 ft., passive Perception 14

Languages Common, Elvish, Umbral

Challenge 5 (1,800 XP)

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

Keen Sight. The shadow fey has advantage on Wisdom (Perception) checks that rely on sight.

Obscure the Way (1/Day). As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles. In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies.

Shadow Traveler (3/Day). As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.

Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls, as well as 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.

Actions

Multiattack. The knight of the road makes two longsword attacks or two shortbow attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.