Elven Chamberlain (5e Creature)

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Elven Chamberlain[edit]

Medium humanoid (elf), lawful neutral

Armor Class 13 (leather armor)
Hit Points 45 (10d8)
Speed 35 ft.

10 (+0) 14 (+2) 10 (+0) 13 (+1) 16 (+3) 12 (+1)

Skills Insight +5, Perception +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish, Gnomish
Challenge 1/2 (100 XP)

Fey Ancestry. The elven chamberlain has advantage on saving throws against being charmed, and magic can't put it to sleep.

Trance. The elven chamberlain does not need to sleep, instead meditating deeply for 4 hours a day.

Mask of the Wild. The elven chamberlain can attempt to hide even when only lightly obscured by natural phenomena.

Spellcasting. The elven chamberlain is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The elven chamberlain has the following cleric spells prepared:

Cantrips (at will): guidance, light, mending, resistance, sacred flame
1st level (4 slots): command, detect evil and good, detect magic, detect poison and disease
2nd level (3 slots): calm emotions, hold person, zone of truth
3rd level (3 slots): clairvoyance, dispel magic, sending
4th level (3 slots): divination, locate creature, stone shape
5th level (2 slots): legend lore, scrying


Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used in two hands.

A chamberlain is an official that controls access to a noble. Visitors to a castle seeking audience with its lord must first be approved by the chamberlain.

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