Medium Humanoid (Elf), Typically Chaotic Good
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
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Coming Soon
3/1/2025 4:02:32 PM
2
3
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Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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