Medium Humanoid, Lawful Evil
Armor Class 16 medium armor
Hit Points 125 (17d8 + 58)
Speed
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws DEX +17, WIS +10, CHA +10
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Passive Perception 15
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Dueling Master.

The Duelist gains +2 bonus to damage rolls while wielding a single one-handed melee weapon.

Evasion.

If the Duelist is subjected to an effect that allows a Dexterity saving throw for half damage, they instead take no damage on a success and half on a failure.

 

Riposte. (1/Turn)

When a creature misses the Duelist with a melee attack, the Duelist can immediately make one rapier attack against that creature

Actions

Multiattack.
The Duelist makes three attacks with their Crimson Rapier.

Crimson Rapier.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (1d8 + 7) piercing damage plus 5 (1d10) necrotic damage.

Sweeping Feint. (Recharge 5–6)
The Duelist targets up to two creatures within 5 feet. Each must succeed on a DC 16 Dexterity saving throw or be knocked prone and take 10 (3d6) slashing damage. The Duelist may immediately move up to half their speed without provoking opportunity attacks after using this ability.

Bonus Actions

Bonus Actions

Shadow Step. (Recharge 4–6)
The Duelist teleports up to 30 feet to an unoccupied space they can see. Their next weapon attack before the end of their turn has advantage.

Marked Duel. (Once per turn)
As a bonus action, the Duelist marks a target they can see within 30 feet. For 1 minute or until the target drops to 0 hit points, the Duelist gains advantage on attack rolls against the marked creature.

Reactions

Parry. (Reaction)

When a melee attack would hit the Duelist, they can add +3 to their AC against that attack, potentially causing it to miss.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

stealthweb