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<title>Knight of the Road</title>
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<h1>Knight of the Road</h1>
<p><em>Medium</em> <em>Humanoid</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (breastplate)</li>
<li><strong>Hit Points:</strong> 117 (18d8+36)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 58</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>14 (+2)</td>
<td>18 (+4)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +7, Con +5, Wis +4, Cha +6</li>
<li><strong>Skills:</strong> arcana +5, nature +5, perception +4, stealth +7, survival +4</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>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>Keen Sight:</strong> The shadow fey has advantage on Wisdom (Perception) checks that rely on sight.</li>
<li><strong>Obscure the Way (1/Day):</strong> As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles. In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies.</li>
<li><strong>Shadow Traveler (3/Day):</strong> 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.</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>
<li><strong>Traveler in Darkness:</strong> The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The knight of the road makes two longsword attacks or two shortbow attacks.</li>
<li><strong>Longsword:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</li>
<li><strong>Lance:</strong> Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.</li>
<li><strong>Shortbow:</strong> Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 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>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/knight-of-the-road.md">Markdown Format</a></p>
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