Anointed Arcieri (5e Creature)
Anointed Arcieri[edit]
Medium humanoid (elf), lawful good Armor Class 19 (half plate)
Skills Acrobatics +8, Insight +7, Perception +7, Persuasion +8, Religion +4 Bolstering Aura. The elf and creatures of its choice within 30 feet of it have a +2 bonus to their ability checks, attack rolls, and saving throws unless the elf is incapaciated. A creature can only benefit from one Bolstering Aura at a time. Sacred Shots. Attacking a creature at long range does not impose disadvantage on the elf’s weapon attacks. They also ignore half and three-fourths cover, are magical, and deal 13 (2d12) additional radiant damage (included in the attack). Whenever the elf makes an attack roll with advantage, it scores a critical hit on a roll of 19-20. Vestments of War. The elf can add its full Dexterity modifier to its ac. When it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. ACTIONSMultiattack. The elf makes three longbow or shortsword attacks, or any combination of the two attacks. Longbow. Ranged Weapon Attack: +8 to hit, range 600 ft., one target. Hit: 18 (3d8 + 4) piercing damage and 13 (2d12) radiant damage. When this attack scores a critical hit, triple instead of doubling the number of damage dice rolled. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage and 13 (2d12) radiant damage. The target can’t make opportunity attacks until the end of its next turn. Spellcasting. The elf casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (spell save DC 16): At Will: guidance, light, resistance BONUS ACTIONSAim of Ancients The elf gains advantage on its next weapon attack. If the attack scores a critical hit, the elf gains advantage on all attacks against the target until the end of the turn. Far Smite (Recharge 6). The elf deals 13 (2d12) radiant to a creature it hit with a longbow attack this turn. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. REACTIONSElusive Steps. When the elf is targeted by a ranged attack, it can impose disadvantage on that attack and if the attack hits, the elf has resistance to all damage it deals. If the attack misses, the elf gains advantage on its next attack against the attacker. |
Champions of the Seldarine, anointed arcieri are the dedicated guardians of important elven temples, the settlements around them, and occasionally druid groves. When not acting as agents of their clergy, these masters of the longbow can most often be found leading teams of lesser elven archers to combat threats beyond their solo capabilities or training such bowmen and women so they might better defend both their kin and gods. Anointed Armaments. Some veteran arcieri have procured magical instruments of war to enhance their arsenals over the centuries of service, making them especially deadly. The GM can give an anointed aricieri +1 half plate, a +2 longbow, a +2 shortsword, eyes of the eagle, a mantle of spell resistance, and a +1 amulet of the devout that changes its Far Smite’s Recharge to 5-6. The Anointed Arcieri’s CR increases to 11 (7200 xp). |
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