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Shadow Elf Warrior (To Save a Kingdom)

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

AC13 (padded leather)

HP 11 (2d8+2; bloodied 5)

Speed 30 ft.


Proficiency +2; Maneuver DC 11

Skills Athletics +3, Stealth +3, Perception +4, Survival +4

Senses darkvision 120 ft., passive Perception 14

Languages Common, Elvish, Undercommon


Fey Ancestry. The warrior gains an expertise die on saving throws against being charmed , and magic can’t put them to sleep.

Shadow Elf Spellcasting. The warrior’s spellcasting ability is Wisdom (spell save DC 12). The warrior can innately cast the following spells, requiring no material components:

At Will: dancing lights

1/day each: darkness , faerie fire


ACTIONS

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

Hand Crossbow. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6+1) 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.

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.