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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Deathsworn Elf/

Deathsworn Elf

Deathsworn Elf

Medium humanoid, chaotic neutral
  • Armor Class 16 (studded leather)
  • Hit Points 82 (15d8+15)
  • Speed 30 ft.
  • STR
    14 (+2)
  • DEX
    19 (+4)
  • CON
    12 (+1)
  • INT
    11 (+0)
  • WIS
    13 (+1)
  • CHA
    14 (+2)
  • Skills Perception +7, Stealth +10, Survival +4
  • Senses passive Perception 17
  • Languages Common, Elvish
  • Challenge 6 (2,300 XP)
  • 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.

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