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Duelist

Medium · Humanoid · CR 6 · Lawful Evil

Armor Class
17 (studded leather)
Hit Points and Hit Dice
117 (18d8 + 36)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
13
+1
DEX
20
+5
CON
14
+2
INT
13
+1
WIS
12
+1
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Lawful Evil
XP 2300
Initiative Bonus +5

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 14

Saving Throws

Dexterity +8 Charisma +6

Skills

Acrobatics +8 Deception +6 Perception +4 Stealth +8

Languages

Common, Elvish, Umbral

Traits

Duelist’s Mobility

Opportunity attacks made against the duelist have disadvantage. If the duelist is prone at the start of its turn, it can immediately stand without costing movement.

Fey Ancestry

The shadow fey has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Sunlight Sensitivity

While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Dagger

+8 to hit, reach 5 ft (1.5 m). Hit: 1d4+5 plus 4d6 poison damage.

Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 14 (4d6) poison damage, and if the target is a creature, it must succeed on a DC 14 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.

Multiattack

The shadow fey duelist makes two Rapier attacks and one Dagger attack.

Rapier

+8 to hit, reach 5 ft (1.5 m). Hit: 1d8+5 piercing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Bonus Actions

Shadow Traveler

3/day

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 bonus action.

Reactions

Parry

The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.

About Duelist

Duelist is a medium humanoid with a Challenge Rating of 6. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 117 hit points (derived from 18d8 + 36).

Duelist has communication capabilities including Common, Elvish, Umbral. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Duelist

2 tips available

When using Duelist in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Duelist

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Duelist?
Duelist has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Duelist?
Duelist is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Duelist speak?
Duelist can communicate in Common, Elvish, Umbral.

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