Medium Humanoid (High-Elf), Lawful Neutral
Armor Class 15 (18 with Mage Armor)
Hit Points 90 (14d6)
Speed 30 ft., Fly 60 ft.
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
20 (+5)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws INT +9, WIS +8
Skills Arcana +14, History +10
Damage Resistances Damage from Spells
Condition Immunities Charmed, Frightened
Senses Darkvision 60 feet from spell effect, Passive Perception 18
Languages All
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The mage has advantage on saving throws against spells and other magical effects. It also has resistance to damage from spells and spell-like effects.

Fortified Mind. 
The elf is immune to being charmed or frightened, and magic can't put the Ancient Elf to sleep.

High Elven Magic. The mage is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18+11 to hit with spell attacks). It has the following wizard spells prepared:

Actions

Magic Staff. Melee Weapon Attack: +8 to hit, reach 5-10 ft., one target. Hit: 5 (1d6+1) bludgeoning damage plus 10 (2d10) force damage. This item can be looted as a Staff of Power after defeat. If not picked up within 1 minute of defeat, it disappears from existence. 

Elemental Bolt. Ranged Spell Attack: +11 to hit, reach 150 ft., one target. Hit: 15 (3d10) fire, cold, thunder, lightning or force damage (its choice).

Stunning Soliloquy (Recharge 5–6). The high fae unleashes a string of magical words. Each creature of the high fae's choice within 30 feet of itself must succeed on a DC 18 Intelligence saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

High Magic Renewal (1/LR). Once per long rest, the Ancient Elf can activate a vast amount of stored magical energy to recharge all of its spell slots. 

Bonus Actions

Misty Step. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Beguiling Presence. The elf targets a creature it can see within 60 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all elves' Beguiling Presence for the next 24 hours.

Reactions

Shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Legendary Actions



Description

This elf is rumored to have lived for thousands of years. He leads an army of spirits against his enemies. Its expected that for an elf to become an Ancient One - it must have been alive for over 1000 years. 


This mythic hero was recreated by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers.

 

Monster Tags: elf

Habitat: ArcticForestUrban

WishfulWarlock3

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