-
Fey Ancestry: The Avari have advantage on saving throws against being charmed, and magic can’t put them to sleep.
-
Keen Senses: The Avari have proficiency in the Perception skill.
-
Dark Elf Magic: The Avari know the Dancing Lights cantrip. When they reach 3rd level, they can cast the Faerie Fire spell once per day. When they reach 5th level, they can cast the Darkness spell once per day. Charisma is their spellcasting ability for these spells.
-
Multiattack: The Avari can make two attacks with their longsword or longbow.
-
Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
-
Hit: 8 (1d8 + 4) slashing damage.
-
-
Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target.
-
Hit: 8 (1d8 + 4) piercing damage.
-
-
Shadow Step (Recharge 5-6): As a bonus action, the Avari can teleport up to 60 feet to an unoccupied space they can see that is in dim light or darkness. They then have advantage on the first melee attack they make before the end of their turn.
Reaction Name. Enter the description for your action.
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 Action Name. 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
The Avari are elusive and mysterious beings, skilled in both combat and magic. Their connection to the shadows and the ancient forests of Middle-earth makes them formidable opponents. With their keen senses, agility, and mastery of dark magic, they can outmaneuver and overwhelm their foes with ease.
Avari (Dark Elf): Emerging from the shadows, an Avari stands tall, their eyes gleaming with an otherworldly light. Clad in dark, elegant armor, they move with a grace that betrays their deadly prowess. The Avari's presence commands both awe and fear, a testament to their ancient power and enduring legacy.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/15/2025 9:21:25 PM
|
0
|
1
|
1
|
Coming Soon
|
Comments