Atrius the Shadowblade
Medium humanoid, Elf, neutral evil
Armor Class 18 (studded leather)
Hit Points 180 (20d8 + 80)
Speed 30 ft.
STR 14 (+2) DEX 20 (+5) CON 18 (+4) INT 16 (+3) WIS 14 (+2) CHA 16 (+3)
Saving Throws Dex +10, Int +8, Wis +6
Skills Stealth +15, Acrobatics +10, Perception +6
Damage Resistances poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common, Elvish, Undercommon
Challenge 13 (10,000 XP)
Sneak Attack. Once per turn, Atrius deals an extra 17 (5d6) 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 Atrius that isn't incapacitated and Atrius doesn't have disadvantage on the attack roll.
Evasion. If Atrius 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.
Cunning Action. Atrius can take a bonus action to take the Dash, Disengage, or Hide action.
Shadow Step (Recharge 6). Atrius magically teleports up to 60 feet to an unoccupied space it can see that is in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Invisibility. Atrius magically turns invisible until it attacks or uses its Shadow Step.
Bound by Mystical Chains. Atrius is restrained by ancient mystical chains that negate its movement abilities. Its movement is reduced to 0, and it cannot take actions or reactions.
Actions
Multiattack. Atrius makes two shortsword attacks or two hand crossbow attacks.
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) piercing damage plus 17 (5d6) sneak attack damage.
Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 17 (5d6) sneak attack damage.