Medium Humanoid (Elf)
Armor Class 13 Natural Armor
Hit Points 50 (5d12 + 2)
Speed 40 ft.
STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +5, CON +4
Skills Athletics +6, Nature +2, Perception +6, Survival +6
Damage Resistances Fire
Senses Passive Perception 16
Languages Common, Elvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

Rage. Three times per long Rest, As a bonus action, the Chief can enter a rage for up to 1 minute (10 rounds). They gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. They can't cast or concentrate on spells while raging. Their rage ends early if they are knocked unconscious or if their turn ends and they haven’t attacked a hostile creature since their last turn or taken damage since then. They can also end their rage as a bonus action.

Reckless Attack. When they make their first attack on their turn, they can decide to attack recklessly, giving them advantage on melee weapon attack rolls using STR during this turn, but attack rolls against them have advantage until their next turn.

Danger Sense. They have advantage on DEX saving throws against effects that they can see while not blinded, deafened, or incapacitated

Frenzy. The Clan-Chief can go into a frenzy when they rage. If they do so, for the duration of their rage they can make a single melee weapon attack as a bonus action on each of their turns while raging. When their rage ends, they suffer one level of exhaustion.

Extra Attack. The Clan-Chief can attack twice, instead of once, whenever they take the Attack action on their turn.

Spellcasting. The Clan-Chief is a 1-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The Clan-Chief has following spells prepared:
Cantrips (at will): Produce Flame
1st level (1 slot each per long rest): Burning Hands, Flame Blade 

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

Trance. The Chief 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.

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

Slasher. The Chief has learned where to cut to have the greatest results, granting them the following benefits:

  • Once per turn when they hit a creature with an attack that deals slashing damage, they can reduce the speed of the target by 10 feet until the start of the Chief's next turn.
  • When the Chief scores a critical hit that deals slashing damage to a creature, they grievously wound it. Until the start of the Chief's next turn, the target has disadvantage on all attack rolls.
Actions

 Greatsword Melee Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1 (2d6 + 3) Slashing damage. 

Sickle Melee Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 + 3) slashing damage. 

 

Description

Amongst the Ashen Elves of the Hill-Clans, no warriors are more feared then the Hill-Clan Chiefs. These elves have spent centuries being tested by the fires of war in the incessant conflicts of the Southern Highlands and have passed through alive and unbroken, if perhaps not entirely unscathed.

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2022 8:50:58 PM
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Monster Tags: elf

Nathanatos

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