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5ead/monsters/md/creature_codex/deathsworn-elf.md
2025-06-07 07:58:30 -05:00

1.9 KiB

Deathsworn Elf

Medium Humanoid chaotic neutral

  • Armor Class: 16 (studded leather)
  • Hit Points: 82 (15d8+15)
  • Speed: walk 30 ft.
  • Challenge Rating: 6 (2,300 XP)
  • Source: Creature Codex, page 142
STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 12 (+1) 11 (+0) 13 (+1) 14 (+2)
  • Skills: perception +7, stealth +10, survival +4
  • Senses: passive Perception 17
  • Languages: Common, Elvish

Special Abilities

  • Archer's Step: The deathsworn can use Disengage as a bonus action.
  • Death Bolt (3/Day): As a bonus action after firing an arrow, the deathsworn can imbue the arrow with magical power, causing it to trail green fire. The arrow deals an extra 7 (2d6) fire damage.
  • Fey Ancestry: The deathsworn has advantage on saving throws against being charmed, and magic can't put the deathsworn to sleep.
  • Keen Hearing and Sight: The deathsworn has advantage on Wisdom (Perception) checks that rely on hearing or sight.
  • Magic Weapons: The deathsworn's weapon attacks are magical.
  • Stealthy Traveler: The deathsworn can take the Hide action as a bonus action.
  • Surprise Attack: If the deathsworn surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

  • Multiattack: The deathsworn makes two melee attacks or four ranged attacks.
  • Scimitar: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  • Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Volley (Recharge 5-6): The deathsworn shoots a rain of fiery arrows in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.