Medium Humanoid (Elf), Unaligned
Armor Class 19 (keen mind studded leather; buckler)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
13 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +10, CON +8, WIS +7
Skills Acrobatics +15, Animal Handling +7, Stealth +15, Survival +7
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common, Elvish, Infernal, Primordial
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Special Equipment. In addition to her magic armor and weapons, Araceli wears a ring that functions as boots of elvenkind, a cloak of billowing and a periapt of health.

Alert. Araceli gains a +5 bonus to initiative. She can't be surprised while she is conscious and other creatures don't gain advantage on attack rolls against Araceli as a result of being unseen by her.

Amphibious. Araceli can breathe air and water. 

Fey Ancestry. Araceli has advantage on saving throws against being charmed, and magic can’t put Araceli to sleep.

Nimble Escape. Araceli can take the Disengage or Hide actions as a bonus action on each of her turns.

Actions

Multiattack. Araceli Wavedancer makes three Shadow Trident attacks.

Shadow Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) necrotic damage.

Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Unleash Incarnation (Recharge 4–6). Araceli makes an extra attack from her echo's space, if she has an echo.

Bonus Actions

Manifest Echo. Araceli magically creates an echo—a translucent, gray object that looks like her. The echo appears in an unoccupied space Araceli can see within 15 feet of herself. While the echo exists, Araceli chooses whether each of her attacks originates from his space or the echo's space. On Araceli's turn, the echo can move in accordance with Araceli's wishes. The echo has AC 18 and 1 hit point. It otherwise uses Araceli's statistics. The echo lasts for 1 minute or until it is destroyed, until Araceli ends her turn more than 30 feet away from it, until Araceli manifests another echo, or until Araceli is incapacitated.

Reposition. Araceli magically swaps places with her echo.

Second Wind (Recharges after a Short or Long Rest). Araceli can use a bonus action on its turn to regain hit points equal to 1d10+10.

Shadow Step. While in dim light or darkness, Araceli teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see that is also in dim light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.

Habitat: Coastal

SirDorian

Comments

Posts Quoted:
Reply
Clear All Quotes