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Shadow Elf Champion Warrior

Challenge
Tags
str
18
dex
18
con
16
int
10
wis
12
cha
14

AC 16 (leather)

HP 90 (12d8 + 36; bloodied 45)

Speed 40 ft.


Proficiency +3; Maneuver DC 15

Saving Throws Str +7, Dex +7, Con +6, Wis +4

Skills Athletics +7, Intimidation +5, Perception +4, Stealth +7, Survival +4

Senses passive Perception 14, darkvision 120 ft.

Languages any one


Shadow Elf Spellcasting. The warrior’s spellcasting ability is Charisma (spell save DC 13). The warrior can innately cast the following spells, requiring no material components:

At Will: dancing lights

1/day each: darkness , faerie fire


ACTIONS

Multiattack. The warrior attacks twice.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. As part of this attack, the warrior can poison the blade, causing the attack to deal an extra 7 (2d6) poison damage. 

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature, it makes a DC 13 Constitution saving throw . On a failure, the target is poisoned for 1 hour. If it fails the saving throw by 5 or more, it falls unconscious until it is no longer poisoned, it takes damage, or a creature takes an action to shake it awake.

Description

In the caverns and tunnels of the underworld, shadow elves conduct raids on rival settlements, using stealth and poison to gain the upper hand.

Encounters

CR 0–2 1d8 warriors ; 1d4 dragonbound , shadow elf , or warhordling orc warriors berserker ; ork urk

Treasure ivory hunting horn (75 gp), potion of animal friendship

CR 3–4 1d4 + 4 dragonbound , shadow elf , or warhordling orc warriors ; warrior band ; 2 berserkers ; berserker with 1d6 + 2 warriors ; berserker with black bear , dire wolf , or druid ; ork urk with 1d6 + 2 warhordling orc warriors

Treasure dragon-tooth necklace (250 gp), eyes of the eagle

CR 5–10 3 to 4 berserkers riding axe beaks , camels , elk , or riding horses ; berserker with 2 warrior bands and brown bear , druid , or saber-toothed tiger ; 3 to 5 ork urks]; [[orc urk with 1d10 + 10 warhordling orc warriors ; warhordling orc war chief with 1d10 + 2 warhordling orc warriors ; champion warrior ; shadow elf champion warrior ; duelist ; shadow elf champion warrior with 1d10 + 2 shadow elf warriors

Treasure silver drinking ewer (250 gp), gold and spinel gemstone necklace (250 gp), 2 gold rings (75 gp each), 3 amber gemstones (100 gp each), potion of stone giant strength , boots of speed

CR 11–16 champion warrior with 4 to 6 berserkers ; warhordling orc war chief with warhordling orc eye , 2 ork urks , and 1d10 + 2 warhordling orc warriors ; 2 shadow elf champion warriors] with 1d10 5 [[shadow elf warrior

Treasure 1,400 gp, 5 amethyst gemstones (100 gp each), silver and topaz crown (2,500 gp), 2 potions of invisibility , Horn of Valhalla (bronze)

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.