Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 15 (leather armor)
Hit Points 36 (5d8)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +6, CON +5
Skills Perception +8, Stealth +12
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Sneak Attack: Once per turn, the feyblade deasl an extra 14 (4d6) poison damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the henchman that isn’t incapacitated and the henchman doesn’t have disadvantage on the attack roll.

Fey Disappearance: if the henchman moves 15ft they turn invisible.

Evasion: If the henchman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack: the henchman makes 2 attacks


Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus an additional 1d8 poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.


Crossbow: Ranged Weapon Attack: +6 to hit, reach 60/120 ft., one target. Hit: 6 (1d6 + 4) piercing.

Spellcasting: 1/Day: Blur

Bonus Actions

Misty Step: Once per short rest, the henchman can use its bonus action to magically teleport up to 30 feet to an unoccupied space it can see.

Cunning Action: The Feyblade can take a bonus action on each of its turns in combat. This action can be used only to take the dash, disenguage, and hide action.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2024 11:02:14 PM
2
0
1.0
Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Gr1zzlyPear

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