Armor Class
11
Hit Points
4
(1d8)
Speed
30 ft.
STR
10
(+0)
DEX
12
(+1)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
11
(+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.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 2 (1d4) Radiant Damage.
Astral Fire. The Elf casts one of the Following Spells, Charisma is it's Casting Ability (DC 10, +2 to hit):
At Will: Dancing Lights, Light, Sacred Flame
Bonus Actions
Starlight Step (2/Day). The Elf Magically Teleports up to 30 ft to an Unoccupied space it can see.
Description
Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/23/2025 10:20:52 PM
|
2
|
6
|
--
|
Coming Soon
|
|
|
3/1/2025 4:02:32 PM
|
2
|
3
|
--
|
Coming Soon
|
Comments