Medium humanoid (elf), Neutral
| Armor Class | 15 (studded leather armor) |
|---|---|
| Hit Points | 71 (13d8 + 13) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 12 (+1) |
| Saving Throws | Cha +4, Dex +6 |
|---|---|
| Skills | Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic |
| Damage Immunities | — |
| Condition Immunities | charmed; exhaustion |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | Common, Elvish |
| Challenge | 7 |
The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep.
As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes.
The shadow dancer makes three spiked chain attacks.
Melee Attack Roll: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice: