Medium humanoid (elf), Neutral Evil
| Armor Class | 14 |
|---|---|
| Hit Points | 104 (16d8 + 32) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 18 (+4) | 14 (+2) | 15 (+2) | 12 (+1) | 18 (+4) |
| Saving Throws | Con +6, Dex +8 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | necrotic |
| Condition Immunities | charmed; exhaustion |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | Common, Elvish |
| Challenge | 9 |
Beasts and Humanoids (except elves) have disadvantage on saving throws while within 10 feet of the shadar-kai.
The shadar-kai has advantage on saving throws against being charmed, and magic can't put it to sleep.
The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting.
Melee or Ranged Attack Roll: +8 to hit, reach 5 ft. or range 30/120, one target. Hit: 7 (1d6 + 4) piercing damage plus 26 (4d12) necrotic damage. Hit or Miss: The spear magically returns to the shadar-kai's hand immediately after a ranged attack.
When the shadar-kai takes damage, it turns invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.
The shadar-kai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: arcane eye, mage armor, minor illusion, prestidigitation, speak with dead
1 each/day: arcane gate, bane, confusion, darkness, fear, major image, true seeing