Medium Humanoid (Elf), Typically Chaotic Good
Armor Class 11
Hit Points 3 (1d6)
Speed 30 ft., fly 30 ft. (cannot be used when wearing Medium or heavy Armor)
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Perception +2
Senses Darkvision 60 ft, Passive Perception 12
Languages Common, Elvish
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Fey Ancestry. The Elf has advantage on Saving Throws against Being Charmed, and Magic cannot put them to sleep.

Windborn. The Elf can move normally in an area of Strong wind, and can ignore any penalties to attack rolls or Hearing caused by wind. Additionally the Elf has advantage on saving throws against wind based effects.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Description

Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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