Pattern Dancer
Medium Humanoid (elf), chaotic evil (CR 2)Armor Class 13
Hit Points 33 (6d8+6)
Speed 30 ft.
10 (+0)
16 (+3)
12 (+1)
12 (+1)
12 (+1)
16 (+3)
Skills acrobatics 5, deception 5, performance 7
Senses darkvision 120 ft., passive Perception 11
Languages Common, Elvish
Challenge Rating 2
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.
sizeMedium
typeHumanoid
group
alignmentchaotic evil
strength_save
dexterity_save5
constitution_save
intelligence_save
wisdom_save3
charisma_save5
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr2
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: Shadow Traveler (1/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.,name: Spellcasting,desc: 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,name: Group Actions,desc: 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
spell_list
page_no130
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
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Creature Codex, page no. 130