Medium Humanoid (Elf)
Armor Class 18 Chainmail
Hit Points 31 (3d10 + 3)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +3, CON +5
Skills Athletics +3, Insight +5, Intimidation +2, Perception +5
Damage Resistances Fire
Senses Passive Perception 15
Languages Common, Elvish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Dueling. When they are wielding a melee weapon in one hand and no other weapons, the [House Champion] gains a +2 bonus to damage rolls with that weapon.

Second Wind. Once per short rest, they can use a bonus action to regain 1d10 + 3 HP.

Action Surge. Once per short rest. You can take one additional action on your turn.

Improved Critical. Their weapon attacks score a critical hit on a roll of 19 or 20.

Channel the Living Fire. The [House Champion] can channel the Living Fire of the Ashen Elves. their spellcasting ability is [Wisdom] (spell save DC 13, +5 to hit with spell attacks). The [House Champion] has the following spells prepared:
Cantrips (at will): [Produce Flame] 
1st level (1 slot): [Burning Hands] 

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

Trance. The Champion 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.

Polearm Master. Whenever an enemy comes within five feet of the Champion while they are wielding a spear, they provoke an opportunity attack.

Shield Master. The Champion uses shields not just for protection but also for offense. they gain the following benefits while they are wielding a shield:

  • If they take the Attack action on your turn, they can use a bonus action to try to shove a creature within 5 feet of them with your shield.
  • If you aren't incapacitated, you can add +2 to any Dexterity saving throw they make against a spell or other harmful effect that targets only them.
  • If they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can use their reaction to take no damage if they succeed on the saving throw, interposing their shield between themself and the source of the effect.
Actions

Spear Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 3) piercing damage. 

Scimitar Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 3) [slashing] damage. 

Light Crossbow Ranged Attack. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 1 target. Hit: 1 (1d8 + 1) [piercing] damage.

Spear Ranged Attack. Ranged Weapon Attack: +3 to hit, range 20/60 ft., 1 target. Hit: 1 (1d6 + 3) piercing damage. After using this attack, the Champion must either retrieve the spear from the target or switch to another weapon.

Description

First amongst the common soldiery, and last amongst the officers, House-Champions oversee the mundane tasks of the Ashen Elf House-Guards in times of peace even as they lead their war-bands from the front lines on the field of battle.

Previous Versions

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12/18/2022 9:09:58 PM
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Monster Tags: elf

Nathanatos

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