Night Dancers are the secretive protectors of the Isle of Felixia. They prowl the rooftops at night, dropping swift justice on anyone who dares disturb the peace.
Medium Humanoid, Lawful Neutral
Armor Class 16 (unarmored defense)
Hit Points 32 (5d8 + 10)
Speed 35 ft., climb 25 ft.
|12 (+1)||16 (+3)||14 (+2)||14 (+2)||11 (+0)||10 (+0)|
Skills Acrobatics +2, Athletics +2, Perception +2, Stealth +2
Senses Darkvision 60 ft., Passive Perception 12
Challenge 2 (450 XP) Proficiency Bonus +2
Evasion. When the night dancer is subjected to an effect that allows it to make a dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. The night dancer makes three attacks, each of which can be a Rapier or a Dart attack.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Spellcasting. The night dancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):
At will: minor illusion, prestidigitation
1/day each: darkness, pass without trace, silence
Misty Step. The night dancer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
The Isle of Felixia is home to many of the tabaxi and felis people in Quentras. Despite its distance from the mainland, the island is a hub of trade between the eastern kingdoms.
For many years, the port near Titan’s Rock was rough and lawless. Pirates and pillagers often preyed on the local population.
The Night Dancers changed that. The silent and deadly cat-masked warriors appear every evening, quickly eliminating anyone and anything that threatens the people of Felixia.
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