Medium humanoid (elf), Neutral
| Armor Class | 14 |
|---|---|
| Hit Points | 162 (25d8 + 50) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 19 (+4) | 14 (+2) | 13 (+1) | 15 (+2) | 20 (+5) |
| Saving Throws | Dex +8, Wis +6 |
|---|---|
| Skills | Arcana +5, Perception +6, Stealth +8 |
| Damage Vulnerabilities | radiant |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 120 ft., passive Perception 16 |
| Languages | Common, Elvish, Undercommon |
| Challenge | 9 |
Magic can't put the shadow walker to sleep.
While in sunlight, the shadow walker has Disadvantage on ability checks and attack rolls.
The shadow walker makes three Gloom Burst attacks and uses Shadow Cowl.
Melee or Ranged Attack Roll: +9, reach 5 ft. or range 120 ft. Hit: 14 (2d8 + 5) Psychic damage.
wis DC 17, one creature the shadow walker can see within 120 feet. Failure: 14 (4d6) Necrotic damage, and the target has the Blinded condition until the start of the shadow walker's next turn.
The shadow walker casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: Dancing Lights, Darkness, Minor Illusion