Elvish Veteran Archer
Medium Humanoid Any Alignment
- Armor Class: 16 (studded leather)
- Hit Points: 66 (12d8 + 12)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: Tome of Beasts 2023, page 410
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 11 (+0) |
18 (+4) |
12 (+1) |
11 (+0) |
13 (+1) |
11 (+0) |
- Skills: Nature +2, Perception +5, Stealth +5, Survival +3
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: False
- Condition Immunities: False
- Senses: passive Perception 15
- Languages: Common, Elvish
Special Abilities
- Beast Hunter: The elvish veteran archer has advantage on Wisdom (Survival) checks to track Beasts and on Intelligence (Nature) checks to recall information about Beasts.
- Fey Ancestry: The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.
- Keen Hearing and Sight: The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight.
- Point Blank Hunter: A longbow deals one extra die of its damage when the archer hits with it (included in the attack). In addition, when the archer makes a ranged attack with a longbow, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources.
Actions
- Multiattack: The elvish veteran archer makes three Shortsword attacks or two Longbow attacks.
- Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) piercing damage.
- Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Instead of dealing damage, the archer can pin part of the target's clothing or body to the ground or to a nearby wall or tree. If it does so, the target is restrained. A creature, including the target, can take its action to remove the arrow and free the restrained target by succeeding on a DC 14 Strength check.
- Arrow Spray (Recharge 5-6): The elvish veteran archer fires a flurry of arrows in a 15-foot cone. Each creature in the cone must make a DC 14 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.
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