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Shadewalker CR: 8

Medium human, lawful neutral
Armor Class: 14
Hit Points: 66 (12d8+12) 12d8+12
Speed: 30 ft

STR

9 -1

DEX

18 +4

CON

12 +1

INT

14 +2

WIS

12 +1

CHA

10 +0

Saving Throws: Dex +8, Int +6
Skills: Acrobatics +8, Perception +5, Stealth +12
Senses: passive Perception 15
Languages: Human plus any two languages.
Challenge Rating: 8

Evasion. If the Shadewalker is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, the Shadewalker instead takes no damage if they succeed on the saving throw, and only half damage if they fail.   Shadowsight. While in the Shadowfell or Material planes the Shadewalker can see into both the Shadowfell and Material plane. After emerging from the Shadowfell, the Shadewalker has advantage on their first melee attack roll that turn and gains a +2 bonus to AC until the beginning of their next turn.

Actions

Multiattack. The Shadewalker makes two attacks with their Jagged Knife.   Shadow Jump (Recharge 5-6). The Shadewalker vanishes into the Shadowfell, the Shadewalker teleports to a corresponding unoccupied space in the Shadowfell. The Shadewalker may take any objects they can carry and an unconscious creature no larger than Large. When the Shadewalker emerges from the Shadowfell they may make one Combat Knife attack after appearing.   Serrated Knife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage, and the target must make a DC 16 Constitution saving throw, gaining the bleeding condition on a failed save.   Silenced Pistol. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 13 (2d8+4) piercing damage.   Tranquilizer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 8 Constitution saving throw, on a failure the creature falls unconscious after 1d4 rounds. Either way, the creature is immediately poisoned for 1d4 hours. A poisoned creature automatically fails. This action may only be taken three times. When the poisoned condition is removed the creature regains consciousness.   Large creatures have advantage on their saving throw and small creatures have disadvantage. Tiny creatures automatically fail. Huge creatures automatically succeed. Larger creatures cannot be made to fall unconscious in this way but still become poisoned. Constructs, Elementals, Oozes, Plants, and Undead are immune to this effect.

Shadewalkers are a rare sight. They serve the Empire's Psicorp with unwavering loyalty. Shadewalkers can access the Astral Plane at will and shape it to whatever they desire, effectively allowing them to instantly travel between any two points. The Empire primarily uses them as saboteurs, assassins, or kidnappers. Often blinking into existence to execute their objective before immediately disappearing back into the Astral Plane. Shadewalkers are often equipped with a handful of nasty devices, poisons, and weapons.   The alignment of a Shadewalker is difficult to discern, their rigorous mental training has left them with few morals of their own. They would say without hesitation that they do what they must for the Empire, but whether they truly believe that is unknown, even to the Shadewalker themself. To make things more complicated, Shadewalkers refuse to give information to a potential enemy of the empire. They will never divulge anything unless they must and would rather die than be captured. Capsules of cyanide embedded in two random teeth assists that goal.

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