AC 16 (leather)
HP 180 (24d8 + 72; bloodied 90)
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.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage. As part of this attack, the warrior can poison the blade, causing the attack to deal an extra 11 (2d6+4) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (1d6 + 8) 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
Shadow Recovery. The shadow elf ends one negative effect currently affecting it as a bonus action. It can use this bonus action as long as it has at least 1 hit point, even while unconscious or incapacitated.
Misty Step (bloodied only). The shadow elf teleports to an unoccupied space they can see within 30 feet. The shadow elf cannot use this ability and cast a spell on the same turn. Once it has used this ability, the shadow elf cannot use it again until the next day.
In the caverns and tunnels of the underworld, shadow elves conduct raids on rival settlements, using stealth and poison to gain the upper hand.
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)
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.