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## Shadow Fey Slaver ---
___ > ## Shadow Fey Slaver >*Medium humanoid (elf), lawful evil* > ___ > - **Armor Class** 16 (studded leather) > - **Hit Points** 82 (15d8 + 15) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|18 (+4)|12 (+1)|13 (+1)|12 (+1)|13 (+1)| >___ > - **Saving Throws** Str +5, Dex +7, Con +4 > - **Skills** Arcana +4, Athletics +5, Perception +4, Stealth +7 > - **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. > > ***Innate Spellcasting.*** The shadow fey's innate spellcasting ability is Charisma (spell save DC 12). It can cast the following spells innately, requiring no material components. > > 3/day: *misty step* (when in shadows, dim light, or > darkness only) > > ***Sunlight Sensitivity.*** While in sunlight, the shadow fey has disadvantage on attacks rolls and on Wisdom (Perception) checks thaht rely on sight. > > ***Traveller 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 shadow fey makes two melee attacks. > > ***Bladed Whip.*** *Melee Weapon Attack:* +7 to hit, Reach 10 ft., one target. *Hit:* 6 (1d4 + 4) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and takes 5 (2d4) piercing damage at the start of each of the shadow fey's turns. The shadow fey carries two whips, each of which can grapple one target, and can't attack another target while doing so. > > ***Shocking Bolas (Recharge 5-6).*** The shadow fey throws a magical bolas at a creature it can see within 30 feet. The target must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) lightning damage, is knocked prone, and is stunned until the end of its next turn. On a successful save, the target takes half as much damage, and isn't knocked prone or stunned. \columnbreak
Slavers are amongst the most heartless and enterprising of the shadow fey, equipping themselves and trained in the art of man-hunting. Favouring work under the cover of night, as all shadow fey do, they excel at slipping in to villages and towns unnoticed, the only evidence of their presence being the missing parties taken for sale as slaves. Opportunistic slavers have also been known to ambush travelling caravans, ignoring or killing the old or frail and taking men, women, and children for trade. ***Undiscerning Business.*** The slavers will trade with anyone. Their conscience satisfied with business well conducted, if a fair price is offered, then the fate of their slaves is not their concern. Eventually, all proceeds made by their exchanges makes its way back to one of the two fey courts. For this reason, they are often more open to trade rather than sale, the fey placing much less importance on monetary gain than material wealth. ***Debillitating Arms.*** If unable to ambush their intended targets, or caught off-guard, the slavers are far from helpless. Armed specifically to disable and capture their quarry, the fey are equipped with bladed whips to ensnare, and bolas charged with electrical magic they can use to trip and stun their victims should they try and flee.
Created by u/1d6Adventurers for /r/MonsteraDay Artwork: © Paizo Inc.