b'Shadow Fey Cutthroat \n'b'  Family:   Shadow Fey  \n'b'  Medium   humanoid  (elf),  neutral evil  \n'b'  Armor Class  13 (leather armor)  Hit Points  33 (6d8 + 6)  Speed  30 ft.\n'b' STATS STR: 10 (+1) DEX:  17 (+3)  CON:  12 (+1)  INT:  14 (+2)  WIS:  14 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +5,  Intelligence  +4  Skills   Deception  +4,  Insight  +4,  Perception  +4,  Stealth  +7  Senses   darkvision  60 ft., passive  Perception  14  Languages  Common, Elvish, Umbral  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Cunning Action . On each of its turns, the  shadow fey  can use a bonus action to take the  Dash ,  Disengage , or  Hide  action. \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'  Innate Spellcasting . The  shadow fey\xe2\x80\x99s  innate spellcasting ability is  Charisma . It can cast the following spell innately, requiring no material components:\n'b'\n'b'   2/day :  misty step  (when in shadows, dim light, or darkness only) \n'b'\n'b'  Sneak Attack (1/turn) . The  shadow fey  deals an extra 10 (3d6) damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 feet of an ally of the  shadow fey  that isn\xe2\x80\x99t incapacitated and the  shadow fey  doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Sunlight Sensitivity . While in sunlight, the  shadow fey  has disadvantage on  attack  rolls and 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  shadow fey  makes two rapier attacks. \n'b'  Rapier .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) piercing damage and the target must make a DC 11  Constitution  saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Shortbow .  Ranged Weapon Attack : +5 to hit, range 100/400 ft., one target.  Hit : 6 (1d6 + 3) piercing damage and the target must make a DC 11  Constitution  saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.'