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.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 13 (+1) 16 (+3) 12 (+1)

Skills Insight +5, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Gnomish
Challenge 1/2 (100 XP)


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

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

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

Spellcasting. The elf is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The elf 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

ACTIONS

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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