b'Shadow Fey Knight of the Road \n'b'  Family:   Shadow Fey  \n'b' A grinning elf with snow white skin and jet-black hair holds up her hand authoritatively, blocking the path forward. \n'b'  Medium   humanoid  (elf),  lawful evil  \n'b'  Armor Class  16 (breastplate)  Hit Points  117 (18d8 + 36)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  18 (+4)  CON:  14 (+2)  INT:  14 (+2)  WIS:  12 (+1)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +7,  Constitution  +5,  Wisdom  +4,  Charisma  +6  Skills   Arcana  +5,  Nature  +5,  Perception  +4,  Stealth  +7,  Survival  +4  Senses   darkvision  60 ft., passive  Perception  14  Languages  Common, Elvish, Umbral  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Fey Ancestry . The  shadow fey  has advantage on saving throws against being  charmed , and magic can\xe2\x80\x99t put it to  sleep . \n'b'  Keen Sight . The  shadow fey  has advantage on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Obscure the Way (1/day) . As a  bonus action , the  shadow fey  designates a creature it can see within 100 feet and obscures the creature and its companions\xe2\x80\x99 travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles. In addition, that shadow road won\xe2\x80\x99t lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the  shadow fey  removes the effect, or until the  shadow fey  dies. \n'b'  Shadow Traveler (3/day) . As a  bonus action  while in shadows, dim light, or darkness, the  shadow fey  disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. \n'b'  Sunlight Sensitivity . While in sunlight, the  shadow fey  has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Traveler in Darkness . The  shadow fey  has advantage on  Intelligence  ( Arcana ) checks made to know about shadow roads and shadow magic spells or items. \n'b'  Actions \n'b'   Multiattack . The knight of the road makes two longsword attacks or two shortbow attacks. \n'b'  Longsword .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. \n'b'  Lance .  Melee Weapon Attack : +5 to hit, reach 10 ft., one target.  Hit : 8 (1d12 + 2) piercing damage. \n'b'  Shortbow .  Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target.  Hit : 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15  Constitution  saving throw or become  poisoned  for 1 minute. A  poisoned  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  About \n'b'  Agents of the Shadow Roads .  Shadow fey  knights of the road stalk the lands near shadow gates, or the shadow roads themselves, ever-watchful for opportunities to enrich themselves or improve their station, be it through robbery, ransom, or murder. \n'b'  Opportunists and Climbers . These shadow elves, often out-of-favor minor nobility, study every nook and cranny of the territory in which they work. They use their accumulated knowledge against their quarry with great effect in the hopes of using new wealth, knowledge, and infamy to curry favor with their betters. \n'b'  Never Far from Home . Knights of the road prefer to fight, hunt, threaten, and do other business in the Shadow Realm, though they are active anywhere that connects to it.'