Small Fey, Neutral Evil
Armor Class 13 Natural Armor
Hit Points 23 (3d8 + 10)
Speed 25 ft.
STR
8 (-1)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
9 (-1)
CHA
17 (+3)
Saving Throws CHA +5
Skills Acrobatics +7
Damage Resistances Cold
Damage Immunities Psychic
Condition Immunities Charmed
Senses Blindsight 60, Passive Perception 9
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Sure-footed. The Eerie Elves has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Halfling Nimbleness: The creature can move through the space of any creature that is of a size larger than it. 

Actions

Ankle Bite. Melee Weapon Attack: +5 to hit, One target. Hit:  5 (1d6 + 3) Piercing Damage

 

Claw Attack. Melee Weapon Attack: +5 to hit, One target. Hit: 5 (1d6 + 3) Piercing Damage

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

tkdruberbandman

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