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Pattern Dancer

Size
Medium
Type
Humanoid
Challenge Rating
2
Source
Creature Codex
Alignment
Chaotic-Evil
Armor Class
13
Speeds
30
Walking Speed
30
Strength Score
10
Dexterity Score
16
Constitution Score
12
Intelligence Score
12
Wisdom Score
12
Charisma Score
16
Saving Throws
Dexterity, Wisdom, Charisma
Skill Proficiencies
Acrobatics, Deception, Performance
Vision
Darkvision (120ft)
Languages Ref
Common, Elvish
Hit Points
33
Languages
Aethyrian Common, Elvish

Medium humanoid (elf), chaotic evil


Armor Class 13

Hit Points 33 (6d8+6)

Speed 30 ft.


STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
16 (+3)

Saving Throws Dex +5, Wis +3, Cha +5

Skills Acrobatics +5, Deception +5, Performance +7

Senses darkvision 120 ft., passive Perception 11

Languages Common, Elvish

Challenge 2 (450 XP)

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

Shadow Traveler (1/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.

Spellcasting. The pattern dancer is a 5th-levelspellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): dancing lights, friends, minor illusion, poison spray
1st level (4 slots): color spray, disguise self, magic missile, shield
2nd level (3 slots): blur, mirror image
3rd level (2 slots): major image, nondetection

Group Actions. When three pattern dancers are within 60 feet of each other, they can work together to cast communal spells that are more powerful than they could cast individually. To do this, one takes an action to cast a spell, and the other two must use their reactions to complete it. These communal spells are cast at 11th level and have a spell save DC of 13:
At will: hold person
3/day: fear, sleep
1/day: confusion, hypnotic pattern

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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.