Medium Humanoid, Lawful Good
Armor Class 15 (flying studded leather +1)
Hit Points 110 (10d8 + 20)
Speed 30 ft., fly 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws CON +4, INT +6, WIS +4
Skills Insight +4, Perception +4, Performance +4
Senses Darkvision, Passive Perception 14
Languages Common, Elvish
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Spellcasting. The mage is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14 +6 to hit with spell attacks). The blindsinger has the following wizard spells prepared:

Cantrips (at will): Green-Flame Blade, Booming Blade, Sword Burst, Fire Bolt,

1st level (4 slots): Comprehend Languages, Absorb Elements, Alarm, shield

2nd level (3 slots): misty step, Blur

Bladesong. You can use a bonus action to start the Bladesong, which lasts for 1 minute (2/day). It ends early if you are incapacitated, if you use two hands to make an attack with a weapon.

  • You gain a bonus to your AC equal to your Intelligence modifier (+3).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (+3).
Actions

Multiattack. The bladesinger makes two melee attacks.

Longsword of dancing flame +1. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 +4) slashing damage if used with two hands, plus 4 (1d8) fire damage.

Description

Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

Monster Tags: NPCelf

Environment: ForestUrban

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