Medium Humanoid (Elf, Shapechanger), Neutral
Armor Class 17 (studded leather armor)
Hit Points 132 (22d8 + 44)
Speed 35 ft.
STR
17 (+3)
DEX
20 (+5)
CON
14 (+2)
INT
6 (-2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +7, CON +6, WIS +7
Skills Acrobatics +9, Insight +7, Nature +2, Perception +7, Persuasion +8
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Elvish
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Fighting Spirit (3/Day). As a bonus action, Arrow gains 20 temporary hit points and has advantage on weapon attack rolls until the end of his current turn.

Indomitable (3/Day). Arrow can reroll a saving throw he fails. He must use the new roll.

Fey Ancestry. Arrow has advantage on saving throws against being charmed, and magic can't put him to sleep.

Shapechanger. On the night of a full moon, Arrow assumes the form of a leopard-elf hybrid. While in this form, his AC increases by 1, his speed increases by 10 feet, and he gains immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.

Pounce (Hybrid Form Only). If Arrow moves at least 15 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Arrow can make one bite attack against it as a bonus action.

Actions

Multiattack. Arrow makes four weapon attacks.

Bow of the Huntress. Ranged Weapon Attack: +15 to hit, range 600 ft., one target. Hit: 11 (1d8 + 7) piercing damage. 

Rapier (+1). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. 

Bite (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage. A humanoid bitten in this way must succeed on a DC 14 Constitution saving throw or be cursed with leopardwere lycanthropy.

Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. 

Reactions

Strength Before Death (1/Day). If Arrow take damage that reduces him to 0 hit points and doesn’t kill him outright, he can use his reaction to delay falling unconscious, and he can immediately take an extra turn, interrupting the current turn. While Arrow has 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill him. When the extra turn ends, Arrow falls unconscious if he still has 0 hit points.

Previous Versions

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5/9/2020 6:27:10 PM
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5/9/2020 7:52:18 PM
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5/25/2020 9:15:48 PM
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5/25/2020 10:25:08 PM
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Habitat: CoastalDesertForestGrasslandHillMountainUrban

TheyWhoEnterTaverns

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