Medium Humanoid (Elf), Chaotic Neutral
Armor Class 14 (Hide armor, shield)
Hit Points 41 (7d6 + 7)
Speed 35 ft.
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +6, CON +5
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 12
Languages Common, Elvish, Giant
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Fey ancestry. The warriors have advantage on saving throws against being charmed, and magic can’t put them to sleep.

Aabicur blood. The Aabicur blood lets the Aabicur chief heal their comrades. Once per turn the Aabicur warrior can give up to 20 of its health to a friendly humanoid within 5 feet away from it. The other Aabicur will heal the amount given to it but will not go over it's hit point maximum.  

Innate spellcasting. The Aabicur chief's spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: mold earth, dancing lights
2/day each: fog cloud, entangle                                                                                1/week each: fireball, barkskin

Actions

Multiattack. The Aabicur warrior can make three melee attacks or two ranged attacks per turn.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 5) slashing damage. plus (1d4) poison damage and the target is poisoned for one minute. 

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 1 target. Hit: 7 (1d6 + 5) piercing damage. plus (1d4) poison damage and the target is poisoned for one minute.

Reactions

Parry. The chief adds 4 to its AC against one melee attack that would hit it. To do so, the chief must see the attacker and be wielding a melee weapon.

Description

Aabicur chiefs are highly trained fighters they usually train for 38 years before they are considered ready to be chiefs, they also learn better spells from the shamans and they can hit super hard with their attacks.

The Aabicurri lands are also home to Orcs that have evolved too, the orcs send down their people to kill the Aabicur warriors and sometimes succeed in taking over villages. Also there human tribes that have delved underground and had dramatic changes to their bodies.

The Aabicurri lands are usually close to the throat of the world were the keeper of the seven winds lives, If any party comes they might want to go to a peaceful village so they can learn the spells like the one above.

Habitat: CoastalHillMountainUnderdark

AlexosStormcloak

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