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High Elf Spell Slinger

Challenge
Tags
str
11
dex
14
con
10
int
14
wis
13
cha
12

AC 15 (chain shirt)

HP 22 (5d8; bloodied 11)

Speed 30 ft., 50 ft. when mounted.


Proficiency +2; Maneuver DC 14

Skills Animal Handling +3, Acrobatics+4

Senses passive Perception 10

Languages Elven plus any one


Armored Warhorse. The dragoons’s mount has AC 14 (chain armor), but otherwise uses the statistics of standard warhorse (see Appendix A: Beasts and Creatures of Monstrous Menagerie).

Combat Maneuvers (4 exertion/Rest). The dragoon can spend exertion to activate the following combat maneuvers:

Cavalier stance (1st), riding leap (1st)

Loading Weapon. A pistol must be loaded before it can be used. The dragoon can only make one attack with a single carbine when they use an action, bonus action, or reaction to fire it, even if they can normally make more attacks, unless they have another loaded pistol. A dragoon can’t load their carbine while mounted in combat.

Spellcasting. The high elf mounted pistoleer is a 1st level spellcaster. Their spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). They have the following wizard spells prepared:

Cantrips (at will): chill touch , fire bolt


ACTIONS

Pistol (4/Rest). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Saber. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 7 (1d10 + 2) slashing damage (mounted) or 6 (d8 + 2) slashing damage (unmounted).

Chill Touch (Cantrip; V, S). One target the pistoleer can see within 120 feet takes 4 (1d8) necrotic damage, and it cannot regain hit points until the start of the pistoleer’s next turn. The hand remains visibly clutching onto the target for the duration. If the target is undead, it makes attack rolls against the pistoleer with disadvantage until the end of the pistoleer’s next turn.

Fire Bolt (Cantrip; V, S). One target the pistoleer can see within 120 feet takes 5 (1d10) fire damage.


BONUS ACTIONS

Cavalier Stance (1 exertion). Once activated, this combat stance remains active until the pistoleer is knocked unconscious , stunned , begins a long rest , or chooses to end it on their turn. While they are mounted, the pistoleer’s mount’s Armor Class increases by +1.

Riding Leap (1 exertion). The squad’s movement this turn does not provoke opportunity attacks. In addition, as long as they are mounted and move at least 30 feet in a straight line first, the squad’s mounts can jump further and higher than usual. The height of the jump increases by a number of feet equal to their proficiency bonus (+3) and the distance of the jump increases by a number of feet equal to twice their proficiency bonus (+6).

Description

The forefront of the boarder patrol for elven settlements as well as their military, these pistoleers bring magic into combat. They are even less likely to enter melee combat than other mounted pistoleers.

Encounters

CR 0–2 1 or 2 mounted pistoleers ; mounted pistoleer with 1d4 guards ; mounted pistoleer with soldier

Treasure 70 gp, 400 sp, gold ring (25 gp)

CR 3–4 3 or 4 mounted pistoleers ; 2 mounted pistoleers with 1d4 + 4 guards ; 2 mounted pistoleers with apprentice mage , scout , or soldier

Treasure 200 gp, 50 ep, 300 sp, glass eye (25 gp), letter of commendation, masterwork pistol

CR 5–10 5 mounted pistoleers , mounted pistoleer squad ; 3 or 4 mounted pistoleers with 2d4 soldiers , mounted pistoleer squad with 2d4 guards ; mounted pistoleer squad with 3-4 mounted pistoleers , mounted pistoleer squad with 4 + d4 soldiers

Treasure 800 gp, 5 amulets (75 gp each), squad banner

CR 11–16 mounted pistoleer squad with 3-4 mounted pistoleers and 3 + d4 soldiers , 2 mounted pistoleer squads , mounted pistoleer squad with 2d4 veterans , 2–3 mounted pistoleer squads

Treasure 500 pp, 290 pp, gold-hilted sword worth 250 gp, silver jeweled torc worth 250 gp, emerald necklace worth 250 gp, small ivory statuette worth 250 gp

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.