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Shadow Elf Soldier

Challenge
Tags
str
14
dex
14
con
11
int
10
wis
12
cha
10

AC15 (chain shirt)

HP 45 (10d8; bloodied 22)

Speed 30 ft.


Proficiency +2; Maneuver DC 12

Savings Throws Dex +4, Con +2, Wis +3

Skills Acrobatics +4 (+1d4), Deception +2, Insight +3, Perception +3 (+1d4), Stealth +4 (+1d4), Survival +3 (+1d4)

Senses darkvision 120 ft., passive Perception 15

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.

Gear. The soldier carries a potion of greater healing (4d4+4 hit points) and potion of invisibility.

Innate Spellcasting The soldier’s spellcasting ability is Charisma (spell save DC 10). They can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness , faerie fire

Magic Resistance. The soldier has advantage on saving throws made against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the soldier has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Target Enemy (1/ Short Rest ). The soldier can use a bonus action to choose a creature it can see within 60 feet. For the next minute, the soldier’s weapon attacks deal an extra 3 (1d6) damage against the chosen creature. If the chosen creature is reduced to 0 hit points before the duration ends, the soldier can use a bonus action to choose a different creature for Target Enemy.


ACTIONS

Multiattack. The soldier attacks twice with their longbow, or they attack four times: twice with their longsword and twice with their shortsword.

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

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

+1 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) magical piercing damage.

Darkness (2nd-Level; V, S, Concentration ). Magical darkness spreads from a point within 30 feet of the soldier, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can’t see through this darkness , and nonmagical light can’t illuminate it.

Faerie Fire (1st-Level; V, Concentration ). Each object in a 20-foot cube within 60 feet of the soldier is outlined in cyan light. Any creature in the area when the spell is cast is also outlined unless it makes a DC 10 Dexterity saving throw . Until the spell ends, affected objects and creatures shed dim light in a 10-foot radius.

Any attack roll against an affected object or creature has advantage . The spell also negates the benefits of invisibility on affected creatures and objects.


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.