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Shadow Fey Ambassador

Stylishly dressed, this beautiful fey has alabaster-white skin, pointed ears, and a small pair of curved horns. Her face displays a cruel and cunning smile as she reads from a long parchment covered in elvish writing—a treaty full of devious sub-clauses and near-unreadable small lettering.

Medium humanoid (elf), lawful evil

Armor Class 16 (studded leather)
Hit Points 161 (19d8 + 76)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 20 (+5)

Saving Throws Dexterity +8, Wisdom +7
Skills Arcana +7, Deception +13, Insight +7, Intimidation +9, Perception +7, Persuasion +13
Senses darkvision 60 ft., passive Perception 17
Languages Common, Elvish, Umbral
Challenge 9 (5,000 XP)

Special Traits

  • Fey Ancestry. The shadow fey has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Shadow Traveler (5/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.
  • Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
  • Traveler in Darkness. The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.

Actions

  • Multiattack. The ambassador uses its Withering Stare. It then makes three rapier attacks.
  • Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage.
  • Honeyed Words (Recharges after a Long Rest). The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature’s best interests at heart. A charmed target doesn’t have to obey the ambassador’s commands, but it views the ambassador’s words in the most favorable way. Each time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours.
  • Withering Stare. The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the ambassador’s Withering Stare for the next 24 hours.

About

When fey lords and ladies need to treat with mortals on matters of interest, they will often dispatch a shadow fey ambassador to negotiate on their behalf. These silver-tongued ambassadors are diplomats par excellence, capable of blending charm, bribery, and sheer menace to get what they want.

Hidden Embassies. When it arrives into a city, the shadow fey ambassador will first choose a disused building to establish its base of operations. This embassy is usually well hidden with few individuals entrusted with its location. Shadow fey ambassadors staff their embassy with plenty of minions, including other shadow fey, shadow goblins, and hounds of the night. Many ambassadors have a shadow fey guardian as a personal bodyguard.

Haughty Proclamations. Once established, a shadow fey ambassador will inveigle itself into the local circles of power, then issue a proclamation outlining the wishes of the fey lord or lady to the mortal rulers. They will set out the many benefits of enthusiastic cooperation with these demands and the dire consequences of failing to comply. The unscrupulous shadow fey then respond as necessary with hefty bribes, intimidation, or assassination to bring recalcitrant mortals around to their way of thinking.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.