AC13 (padded leather)
HP 11 (2d8+2; bloodied 5)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Skills Athletics +3, Stealth +3, Perception +4, Survival +4
Senses darkvision 120 ft., passive Perception 14
Languages Common, Elvish, Undercommon
Fey Ancestry. The warrior gains an expertise die on saving throws against being charmed , and magic can’t put them to sleep.
Shadow Elf Spellcasting. The warrior’s spellcasting ability is Wisdom (spell save DC 12). The warrior can innately cast the following spells, requiring no material components:
At Will: dancing lights
1/day each: darkness , faerie fire
ACTIONS
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it makes a DC 13 Constitution saving throw . On a failure, the target is poisoned for 1 hour. If it fails the saving throw by 5 or more, it falls unconscious until it is no longer poisoned, it takes damage, or a creature takes an action to shake it awake.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.