Mod | Save | ||
---|---|---|---|
STR | 12 | +1 | +1 |
DEX | 18 | +4 | +4 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 10 | +0 | +0 |
WIS | 10 | +0 | +0 |
CHA | 14 | +2 | +2 |
Traits & Abilities
- Fey Ancestry: Advantage on saving throws against being charmed, immune to magical sleep.
- Cunning Action: Bonus action to Dash, Disengage, or Hide.
- Sneak Attack (3d6): Once per turn, deals an extra 3d6 damage to a creature if it has an ally within 5 feet or if attacking with advantage.
- Evasion: On Dexterity saving throws that require half damage, take no damage on success and half damage on failure.
- Uncanny Dodge (Reaction): Halve the damage from an attack that hits.
- Darkness-Touched Blade:
- Damage: 1d6+4 piercing + 1d6 necrotic (magical).
- Effect: On hit, the target must succeed on a DC 13 Constitution save or suffer Disadvantage on Wisdom saving throws for 1 minute.
- Multiattack:
- Two attacks with the Darkness-Touched Blade.
- One attack can be used for Sneak Attack if it qualifies.
- Shadow Step (Recharge 5-6): As a bonus action, teleport up to 30 ft. to an unoccupied space in dim light or darkness.
- Uses Stealth aggressively, hiding between attacks.
- Flanks with the wolves to ensure Sneak Attack.
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
Medium Humanoid (Elf), Chaotic Neutral
AC: 16 (Studded Leather + Dexterity)
HP: 45 (5d8+10)
Speed: 30 ft.
STR 12 (+1), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 14 (+2)
Saving Throws: Dexterity +7, Intelligence +4
Skills: Stealth +9, Acrobatics +7, Perception +5, Insight +5, Deception +5, Sleight of Hand +7
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Common, Elvish, Infernal
Proficiency Bonus: +3
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.
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