Knight of the Road
Medium Humanoid (elf), lawful evil (CR 5)Armor Class 16 breastplate
Hit Points 117 (18d8+36)
Speed 30 ft.
14 (+2)
18 (+4)
14 (+2)
14 (+2)
12 (+1)
16 (+3)
Skills arcana 5, nature 5, perception 4, stealth 7, survival 4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Umbral
Challenge Rating 5
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.
sizeMedium
typeHumanoid
group
alignmentlawful evil
strength_save
dexterity_save7
constitution_save5
intelligence_save
wisdom_save4
charisma_save6
perception4
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr5
reactions
legendary_desc
legendary_actions
special_abilitiesname: Fey Ancestry,desc: The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.,name: Keen Sight,desc: The shadow fey has advantage on Wisdom (Perception) checks that rely on sight.,name: Obscure the Way (1/Day),desc: 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.,name: Shadow Traveler (3/Day),desc: 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.,name: Sunlight Sensitivity,desc: While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,name: Traveler in Darkness,desc: The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
spell_list
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document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 58