Page 226 - Mordenkainen's Tome of Foes Deluxe
P. 226
SHl\OOW 01\NCER
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GLOOM WEl\VER
SOUL MONGER
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SHADOW DANCER Shadow jump. As a bonus action, the shadow dancer can tele-
Medium humanoid (elf), neutral port up to 30 feet to an unoccupied space it can see. Both the
space it teleports from and the space it teleports to must be in
Armor Class 15 (studded leather) dim light or darkness. The shadow dancer can use this ability
Hit Points 71 (13d8 + 13) between the weapon attacks of another action it takes.
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The shadow dancer makes three spiked
12 (+1) 16 (+3) 13 (+ 1) 11 (+O) 12 (+ 1) 12 (+ 1) chain attacks.
Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Saving Throws Dex +6, Cha +4
target. Hit: 10 (2d6 + 3) piercing damage, and the target must
Skills Stealth +6
succeed on a DC 14 Dexterity saving throw or suffer one addi-
Damage Resistances necrotic
tional effect of the shadow dancer's choice:
Condition Immunities charmed, exhaustion
Senses darkvision 60 ft., passive Perception 11 • The target is grappled (escape DC 14) ifit is a Medium
Languages Common, Elvish or smaller creature. Until the grapple ends, the target
Challenge 7 (2,900 XP) is restrained, and the shadow dancer can't grapple an-
other target.
Fey Ancestry. The shadow dancer has advantage on saving • The target is knocked prone.
throws against being charmed, and magic can't put it to sleep.
• The target takes 22 (4d10) necrotic damage.
CH APTER 6 I 8£STll\RY

