Medium Humanoid (Elf), Chaotic Good
Armor Class 19 (Studded Leather Armor)
Hit Points 240 (32d8 + 96)
Speed 40 ft.
STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws DEX +9, WIS +8, CHA +7
Skills Acrobatics +9, Perception +8, Stealth +9
Condition Immunities Charmed
Senses Passive Perception 18
Languages Common, Elvish, Sylvan
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Duellist. When using a one-handed weapon, Azariah gains +1 AC, as well as a +2 on to-hit. The stats aren't included in the statistics presented. 

Gladiator Expertise. Azariah is immune for flanking attacks.

Indomitable (3/day). Azariah can reroll a failed saving throw, using the highest of her rolls.

Confidence. As long as Azariah is at or above half her hit points, she deals an additional 7 damage per hit.

Actions

Multiattack. Azariah can make 3 weapon attacks with her rapier, or 1 with her hand crossbow.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:  8 (1d8 + 5) piercing damage. 

Hand crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 5) piercing damage.

Bonus Action: Teleport. As a Bonus Action, Azariah can teleport 30 feet to a location she can see within range. 

Reactions

Nimble Dancer. Whenever an opponent gets within 10 feet of range, Azariah can use her reaction to move 10 feet away from her enemy without risking an attack of opportunity. 

Opportunist. Whenever a creature misses her within her weapon range, she can use her reaction to make one weapon attack in return immediatly. 

Legendary Actions

Audience pleaser. At the start of the second turn, Azariah uses her enthousiastic nature to hype up herself and her surroundings, forcing her enemies to make a Charisma Saving Throw of 14. If failed, the enemy is charmed for 1 round, unable to take an offensive action towards Azariah and halving their movement.

Overequipped. At the start of the fourth turn or whenever Azariah is at or below one-third of her HP, Azariah pulls out a dagger, giving her the option to dual-wield her rapier and dagger. if used as a bonus action, the dagger still applies the damage modifier of +5. 

Dance of Blades. At the start of the sixth turn or whenever Azariah is at or below one quarter of her HP, Azariah dissapears from the area, using lightning fast movement to strike each of her enemies she can see. Every enemy needs to be struck seperately and the attack can fail. If a target is hit, the target is dealt 4d8+6 slashing damage. 

Description

 High of stature and respect within the most important fighting guild. Enthusiastic. Talks fast. Fights like her elven father and mother combined, which results in her making a big performance out of every fight she is in. Uses her elven nature to teleport all over the battlefield. Is benevolent when needed, and likes to teach people lessons in the art of the blade. 

Monster Tags: elf

Habitat: Urban

CptAccident

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