Medium Humanoid (Elf), Chaotic Good
Armor Class 13 leather, padded, chainmail
Hit Points 36 (8d8)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
10 (+0)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +4, CHA +5
Skills Perception +5, Performance +5, Stealth +4
Damage Resistances Fire
Senses Darkvision 60ft, Passive Perception 13
Languages Celestial, Sylvan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Sleep Immunity. The celadrin is immune to all sleep spells and effects. 

Fey Ancestry: The celadrin have advantage on saving throws against being charmed, and magic cannot put them to sleep. 

Spellcasting. The celadrin's innate spellcasting ability is Charisma, spell save DC 13. The celadrin can innately cast the following spells:

1/day: Scorching Ray. This spell is cast from their glowing eyes. 

1/day: Misty Step. 

 

Actions

Longsword/Rapier. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d8) slashing damage. 

Longbow/Shortbow. Ranged Weapon Attack: +2 to hit, range 150/600ft./80/320ft., one target. Hit: 9 (2d8)/7 (2d6) piercing damage. 

Habitat: Forest

Jimilk

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