Medium Humanoid (Elf, High-Elf), Lawful Good
Armor Class 17 Studded Leather
Hit Points 190 (5d12)
Speed
STR
10 (+0)
DEX
20 (+5)
CON
18 (+4)
INT
13 (+1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +5, DEX +10
Senses Passive Perception 19
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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

Archery Specialist. The Cethin's dad has a +2 bonus to attack rolls made with ranged weapons.

Improved Senses.  When the Cethin's dad attacks a creature they can't see, their inability to see it doesn't impose disadvantage on the attack roll.  The Cethin's dad is always aware of the location of any invisible creature within 30 feet, provided the creature is not hidden.

Light Steps.  Moving through nonmagical difficult terrain costs no extra movement and the Cethin's dad can move through hazardous plants without taking damage.

Natural Survivalist. The Cethin's dad cannot become lost except by magical means, can move stealthily at a normal pace, and is exceptionally adept at foraging (collects twice as much food as typical) and tracking other creatures (learns their exact number, their sizes, and how long ago they passed through the area on a successful check).

Slayer.  The Cethin's dad adds its wisdom modifier to the damage rolls of their weapon attacks (included in the attack).

 

Spellcasting. The [monster name] is a 16-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 17, +9 to hit with spell attacks). The Cethin's dad has following Ranger spells prepared:
 

3/day: [ensnaring strike], [lightning arrow], [snare]

1/day each: [conjure animals], [guardian of nature], [hunter's mark], [locate animals or plants], [pass without trace], [steel wind strike]eeeeee

Actions

Multiattack. The Cethin's Dad makes two attacks with their shortsword or longbow

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., # target. Hit: 13(1d6 + 12) [piercing] damage. 

Longbow. RangedWeapon Attack: +14 to hit, range 60/240 ft., 1 target. Hit: 14(1d8 + 12) [piercing] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Opportunity Attack

Nature's Veil (5/day).  The Cethin's dad magically becomes invisible,m along with any equipment they are wearing or carrying, until the start of their next turn.

Vanish.  The Cethin's dad takes the Hide action.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This is Cethin's dad

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Sentinel_R

Comments

Posts Quoted:
Reply
Clear All Quotes