Deathsworn Elf
Medium Humanoid chaotic neutral
- Armor Class: 16 (studded leather)
- Hit Points: 82 (15d8+15)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Creature Codex, page 142
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
19 (+4) |
12 (+1) |
11 (+0) |
13 (+1) |
14 (+2) |
- Skills: perception +7, stealth +10, survival +4
- Senses: passive Perception 17
- Languages: Common, Elvish
Special Abilities
- Archer's Step: The deathsworn can use Disengage as a bonus action.
- Death Bolt (3/Day): As a bonus action after firing an arrow, the deathsworn can imbue the arrow with magical power, causing it to trail green fire. The arrow deals an extra 7 (2d6) fire damage.
- Fey Ancestry: The deathsworn has advantage on saving throws against being charmed, and magic can't put the deathsworn to sleep.
- Keen Hearing and Sight: The deathsworn has advantage on Wisdom (Perception) checks that rely on hearing or sight.
- Magic Weapons: The deathsworn's weapon attacks are magical.
- Stealthy Traveler: The deathsworn can take the Hide action as a bonus action.
- Surprise Attack: If the deathsworn surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Actions
- Multiattack: The deathsworn makes two melee attacks or four ranged attacks.
- Scimitar: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
- Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
- Volley (Recharge 5-6): The deathsworn shoots a rain of fiery arrows in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
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