Medium humanoid (any race), any alignment

Armor Class 15 (studded leather)
Hit Points 81 (18d8)
Speed 30 ft.

11 (+0) 18 (+4) 10 (+0) 15 (+2) 12 (+1) 19 (+4)

Saving Throws Agi +6, Per +6
Skills Arcana +4, Deception +6, Sleight of Hand +6, Stealth +6
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Senses darkvision 120 ft., passive Perception 11
Languages Tamrielic and one other language

Challenge 3 (700 XP)Proficiency Bonus +2
Critical Essence. When it makes an attack roll, the nightblade scores a critical hit when it rolls a 19 or 20 on the d20.

Magical Ambusher. If the nightblade is hidden from a creature, that creature has disadvantage on saving throws against spells the nightblade casts.

Shadow Tactics. When the nightblade casts mage hand, or uses a bonus action to manipulate the hand on its turn, it has advantage on attack rolls until the start of its next turn.
Multiattack. The nightblade makes two Rapier attacks, or it makes one Rapier attack and uses Shadow Arrow.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 5 (2d4) psychic damage.

Shadow Arrow. The nightblade launches a bolt of pure darkness at a creature within 60 ft. of it. That creature must succeed on a DC 14 Agility saving throw, or take 14 (4d6) psychic damage and be staggered until the start of its next turn.

Spellcasting. The nightblade casts one of the following spells, using Personality as the spellcasting attribute (spell save DC 14, +6 to hit with spell attacks). The nightblade is a 10th level spellcaster and has 42 magicka points:

At will: mage hand, minor illusion, prestidigitation
Apprentice (3 magicka): darkness, invisibility, muffle, teleport strike (cast at 2nd level)
Expert (5 magicka): cruel earwig, frenzy, paralyzing touch
Bonus Actions
Shadow Hand. The nightblade casts mage hand and it makes the hand invisible. On subsequent turns, it can manipulate the hand with this bonus action. In addition, it can use the hand to stow or retrieve one object in a container worn or carried by another creature using an Agility (Sleight of Hand) check contested by the creature's passive Perception score.

Shadowstep. The nightblade magically teleports up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness. After teleporting, the nightblade has advantage on the first melee attack roll it makes before the end of its turn.

Found In: Legionnaire's Guide to Cyrodiil