Pattern Dancer

Medium Humanoid (elf), chaotic evil (CR 2)

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)

CHR

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

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document__titleCreature Codex

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Creature Codex, page no. 130
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