Armor Class
15
nat
Hit Points
96
(16d8 + 16)
Speed
40 ft., Climb 30 ft.
STR
22
(+6)
DEX
20
(+5)
CON
12
(+1)
INT
4
(-3)
WIS
8
(-1)
CHA
14
(+2)
Saving Throws
STR +10
Skills
Athletics +10, Perception +7, Survival +3
Damage Vulnerabilities
Radiant
Damage Resistances
Necrotic
Damage Immunities
Poison, Psychic
Condition Immunities
Charmed, Exhaustion, Poisoned
Senses
Darkvision 120 ft., Passive Perception 12
Languages
--
Challenge
11 (7,200 XP)
Proficiency Bonus
+4
Traits
Innate ability The ability is fear/Charisma
1/day each: darkness
Sunlight Sensitivity. While in sunlight, the elf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
wound. on hit roll (DC14 Strength) on a fail take disadvantage on next turn and take an additional 1d4 necrotic damage
withering. 50ft radius all living things start too wither to dust take 1 dmg every round while in area of effect if you are within 5ft you will take 1d4 necrotic damage. also all healing effects will do damage to you rather than healing while in the withering area
Actions
claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 6) piercing damage.
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