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<title>Duelist</title>
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<body>
<h1>Duelist</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>Lawful Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (studded leather)</li>
<li><strong>Hit Points:</strong> 117 (18d8 + 36)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 159</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>13 (+1)</td>
<td>20 (+5)</td>
<td>14 (+2)</td>
<td>13 (+1)</td>
<td>12 (+1)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +8, Cha +6</li>
<li><strong>Skills:</strong> Acrobatics +8, Deception +6, Perception +4, Stealth +8</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> False</li>
<li><strong>Damage Resistances:</strong> False</li>
<li><strong>Condition Immunities:</strong> False</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Common, Elvish, Umbral</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Duelist's Mobility:</strong> 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.</li>
<li><strong>Fey Ancestry:</strong> The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The shadow fey duelist makes two Rapier attacks and one Dagger attack.</li>
<li><strong>Dagger:</strong> 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.</li>
<li><strong>Rapier:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Shadow Traveler (3/Day):</strong> 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.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Parry:</strong> 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.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2023/duelist-tob1-2023.md">Markdown Format</a></p>
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