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High Elf Noble

Challenge
Tags
str
10
dex
12
con
10
int
10
wis
12
cha
14

AC 15 (breastplate)

HP 13 (3d8; bloodied 6)

Speed 30 ft.


Proficiency +2; Maneuver DC 11

Skills Deception +4 (+1d4), History +2 (+1d4), Insight +3 (+1d4), Intimidation +4, Performance +4, Persuasion +4 (+1d4)

Senses passive Perception 11

Languages any two


ACTIONS

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Ray of Frost (Cantrip; V, S). Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s Speed is reduced by 10 feet until the start of the noble’s next turn.


REACTIONS

Parry. If the noble is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them.

Description

High elf nobles pride themselves on the cultural accomplishments of their waning or extinct empires. Highly educated, many high elf nobles see themselves as peacemakers, leaders, or preservers of ancient traditions.

Encounters

CR 0–2 noble with soldier , thug , animated armor , or 1d6 guards ; high elf noble with 2 elf scouts

Treasure 35 gp, silver hatpin (25 gp), signet ring (50 gp), gold bracelet (75 gp)

CR 3–4 1 or 2 nobles or high elf nobles with doppelganger , knight , veteran , or 3 soldiers  

Treasure 10 pp, 20 gp, gold-hilted rapier (250 gp), silver and moonstone necklace (75 gp), deed to property, potion of healing

CR 5–10 1d4 nobles with knight , pugilist , or veteran and 1d6 soldiers ; 1d4 nobles with assassin , gladiator , pugilist , or mage ; 1d4 nobles with 2d6 guards and 2d6 commoners , all mounted on riding horses  

Treasure 200 gp, 3 spinel gemstones (100 gp each), silver jewelry box (250 gp), pearl earrings (250 gp), fine clothing (300 gp), 3 gold rings (75 gp each), pair of platinum dice (75 gp), silver snuff box (75 gp) containing dust of sneezing and choking

Monster Type Description

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.