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Shadow Elf Veteran

Challenge
Tags
str
16
dex
12
con
14
int
10
wis
15
cha
10

AC16 (hauberk)

HP 58 (9d8 + 18; bloodied 29)

Speed 30 ft.


Proficiency +2; Maneuver DC 13

Skills Athletics +5, Intimidation +2 (+1d4), Perception +4, Survival +4

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

At Will: dancing lights

1/day each: darkness , faerie fire


ACTIONS

Multiattack. The veteran makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10+2) 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.


BONUS ACTIONS

Tactical Movement. Until the end of the veteran’s turn, their Speed is halved and their movement doesn’t provoke opportunity attacks.


REACTIONS

Painful Counter. When the veteran is hit by a melee attack by an attacker they can see within 5 feet, the veteran makes a shortsword attack against the attacker.

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.