Medium Humanoid (Elf)
Armor Class 14 Leather
Hit Points 64 (6d10 + 4)
Speed 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +3, CON +6
Damage Resistances Fire
Senses Passive Perception 17
Languages Common, Elvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Second Wind. Once per short rest, the Ash-Khan can use a bonus action to regain 1d10 + 6 HP.

Action Surge. The Khan can take one additional action on their turn. This can be used 1 times per short rest.

Born to the Saddle. The Ash-Khan has advantage on saving throws made to avoid falling off their mount. If they fall off their mount and descend no more than 10 ft., they can land on their feet if they’re not incapacitated. Mounting or dismounting a creature only costs them 5 ft. of movement.

Unwavering Mark. When the Khan hits with a melee weapon attack, they can mark the creature until the end of their next turn (or if they are incapacitated or they die, or if someone else marks the creature).

While it is within 5 ft. of the Khan, a marked creature has disadvantage on any attack roll that doesn’t target them. If the marked creature deals damage to anyone else, they can make a special melee attack against it on their next turn as a bonus action with advantage and +3 extra damage. the Khan can make this attack 1 time per long rest.

Extra Attack. The Khan can attack twice whenever they take the Attack action on their turn.

Channel the Living Fire. The Ash-Khan is a 2nd-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Ash-Khan has the following spells prepared:
Cantrips (at will): Produce Flame. 
1st level (1 slot): Burning Hands.                                                                                                2nd Level (1 slot): Flame Blade.

Fey Ancestry. The Ash-Khan has advantage on saving throws they make to avoid or end the charmed condition on themself.

Trance. The Ash-Khan doesn’t need to sleep, and magic can’t put them to sleep. They can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which they remain conscious.

Mounted Combatant. While the Khan is mounted and isn't incapacitated, they have advantage on melee attack rolls against any unmounted creature that is smaller than their mount. They can force an attack targeted at their mount to target them instead. If their mount is subjected to an effect that allows it to make a DEX saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sharpshooter. Attacking at long range doesn't impose disadvantage on the Ash-Khan's ranged weapon attack rolls and their ranged weapon attacks ignore half cover and three-quarters cover. Before they make an attack with a ranged weapon that they are proficient with, they can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.

Savage Attacker. Once per turn when the Khan rolls damage for a melee weapon attack, they can reroll the weapon’s damage dice and use either total.

Actions

Scimitar Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 1) slashing damage. 

Spear Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1 (1d8 + 1) piercing damage. 

Warbow Ranged Attack. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 1 target. Hit: 1 (1d8 + 1) piercing damage.

Spear Ranged Attack. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 1 target. Hit: 1 (1d8 + 1) piercing damage. (After the Ash-Khan uses this attack, they must either retrieve the spear from their target or switch to another weapon.

Description

The hardiest and fiercest of a hardy and fierce people, few are those who can contend with the leaders of the Ash-Nomads upon the field of battle.

Previous Versions

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12/17/2022 10:27:18 PM
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Monster Tags: elf

Nathanatos

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