Medium Humanoid (Elf), Any Alignment
Armor Class 11
Hit Points 4 (1d8)
Speed 35 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2
Senses Darkvision 60 ft, Passive Perception 10
Languages Common, Elvish Any one language (usually Common)
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance - Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Description

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

HidaNaoe

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