Medium Humanoid (Elf), Neutral Good
Armor Class 13 (studded leather)
Hit Points 60 (11d8 + 33)
Speed 40 ft., Climb 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +7
Skills Perception +4, Stealth +6, Survival +6
Damage Resistances Force, Poison
Condition Immunities Petrified
Senses Truesight 60 ft., Passive Perception 16
Languages Common, Elvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Exemplar's Ward. The Aerifrine has advantage on saving throws against being stunned or paralyzed, and magic can’t put the Aerifrine to sleep.

Innate Spellcasting. The Aerifrine's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: stoneskin

3/day each: catapult, conjure barrage

Out of Their Element. While not in mountain terrain, the Aerifrine has disadvantage on Wisdom (survival) checks.

 

Actions

Multiattack. The Aerifrine can make two Longsword attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 7) piercing damage.

Sling. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 7) bludgeoning damage, and the target must succeed on a DC 11 Constitution saving throw or be stunned until the start of their next turn.

Reactions

Stone's Throw. Once per round, if the Aerifrine is hit with a ranged weapon attack, it can then make an attack roll against the attacker. On a hit, the Aerifrine will throw the ranged weapon back at the attacker. The attacker takes the damage that was rolled and the Aerifrine takes none. 

Description

Rock Solid. Arifrine (pronounced air-eh-fry-en) is an elvish phrase that roughly translates to "mountain ash." It is the moniker given to the stone elves that inhabit secluded mountain passes, valleys and basins. Solitary as they are, these hardy creatures find solace in their own communities through duty and honor and ancient customs handed down to them from generation to generation.

In the Shallows. Arifrine villages are carved mostly along the lower crags of mountainsides, often sprawling into the surrounding landscape at the mountain bases. The networks of halls and chambers within the mountain are referred to as the Shallows. It is here that the Arifrine elite dwell, careful not to venture too far down, where they may encounter the dark evils that swarm in mountain depths. A common Arifrine may expect to live and work in the Sprawl, the area just outside of the Shallows entrances.

Mountains of Grit. Arifrine are considerably larger than their lanky elven relatives. Tipping the scales anywhere from 250 to 300 pounds, they focus their efforts on strength and endurance. Over generations, they have evolved to have tougher, caloused skin and longer limbs and digits that make traversing the mountainous terrain much easier. Their deep red eyes pierce through both friend and foe, digging for secrets and clues that may be their undoing. Though not aggressive in nature, they are slow to trust and will defend themselves and their homes from the influence of outsiders. It has been said that to challenge them to change is akin to trying to move the mountain itself.

No Stone Unturned. The Arifrine are extremely reclusive and self sufficient. They use the surrounding landscape to hunt, forage and farm for all of their needs. They are generally unwilling or uninterested in trade among outsiders, with one exception. They will build alliances with the local dwarf clans that reside in the mountains near them and will conduct trade with them for minerals and ores that can only be found in the mountains. Often they will offer goods or guard services in exchange for materials that can be used to forge weapons and other metallic utensils. 

Monster Tags: elf

Habitat: Mountain

cjkozloski

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