monsters humanoid cr-5-10 Creature Codex

Deathsworn Elf

Medium Humanoid, CR 6. From Creature Codex.

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Deathsworn Elf

Medium Humanoid (elf), 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)

Saving Throws

Skills Perception +7, Stealth +10, Survival +4

Damage Immunities

Condition Immunities

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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