monsters humanoid cr-2-4 Tome of Beasts 2023

Elvish Veteran Archer

Medium Humanoid, CR 3. From Tome of Beasts 2023.

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Elvish Veteran Archer

Medium Humanoid, Any Alignment

Armor Class 16 (studded leather)

Hit Points 66 (12d8 + 12)

Speed 30 ft.

STR
11 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
11 (+0)

Saving Throws

Skills Nature +2, Perception +5, Stealth +5, Survival +3

Damage Immunities False

Condition Immunities False

Senses passive Perception 15

Languages Common, Elvish

Challenge 3 (700 XP)

Beast Hunter. The elvish veteran archer has advantage on Wisdom (Survival) checks to track Beasts and on Intelligence (Nature) checks to recall information about Beasts.
Fey Ancestry. The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.
Keen Hearing and Sight. The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Point Blank Hunter. A longbow deals one extra die of its damage when the archer hits with it (included in the attack). In addition, when the archer makes a ranged attack with a longbow, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources.

Actions

Multiattack. The elvish veteran archer makes three Shortsword attacks or two Longbow attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Instead of dealing damage, the archer can pin part of the target's clothing or body to the ground or to a nearby wall or tree. If it does so, the target is restrained. A creature, including the target, can take its action to remove the arrow and free the restrained target by succeeding on a DC 14 Strength check.
Arrow Spray (Recharge 5-6). The elvish veteran archer fires a flurry of arrows in a 15-foot cone. Each creature in the cone must make a DC 14 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.

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