High Elite Bladesinger (5e Creature)

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High Elite Bladesinger[edit]

Medium humanoid (elf), any alignment


Armor Class 17 (studded leather; 23 during Bladesong)
Hit Points 187 (22d8 + 88)
Speed 40 ft., or 50 ft. during Bladesong


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 18 (+4) 22 (+6) 18 (+4) 14 (+2)

Saving Throws Dex +10, Int +11, Wis +9
Skills Acrobatics +10, Arcana +16, History +11, Intimidation +7, Medicine +9, Perception +9, Performance +7
Proficiency Bonus +5
Damage Immunities psychic (from mind blank)
Senses darkvision 60 ft., passive Perception 19
Languages any six languages
Challenge 14 (11,500 XP)


Brave. The elf has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the elf hits with it (included in the attack).

Evasion. When the elf 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.

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

Indomitable (3/Day). The elf can reroll a saving throw it fails. It must use the new roll.

Keen Sight. The elf has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The elf has advantage on saving throws against spells and other magical effects.

Spellcasting. The elf is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The elf has the following wizard spells prepared:

Cantrips (at will): booming blade, green-flame blade, light, prestidigitation, toll the dead
1st level (4 slots): absorb elements, magic missile, shield
2nd level (3 slots): mirror image, scorching ray, shadow blade
3rd level (3 slots): counterspell, dispel magic, fireball, haste
4th level (3 slots): dimension door, fire shield, greater invisibility, stoneskin
5th level (2 slots): cone of cold, hold monster, wall of force
6th level (1 slot): Tenser's transformation
7th level (1 slot): teleport
8th level (1 slot): mind blank*

*The elf casts this on itself every morning.

Survivor. The elf regains 10 hit points at the start of its turn if it has at least one hit point but no more than half its hit point maximum.

ACTIONS

Multiattack. The elf makes four weapon attacks. It can cast a cantrip in place of one of these attacks.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 18 (2d6 + 5 + 6) piercing damage during Bladesong.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the elf can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the elf. A creature can benefit from only one Leadership die at a time. The effect ends if the elf is incapacitated.

BONUS ACTIONS

Bladesong (Recharge 6). The elf invokes an ancient magic, which grants the elf supernatural speed, agility, and focus. The bladesong lasts for 1 minute. It ends early if the elf is incapacitated, uses two hands to make an attack with a weapon, dons medium or heavy armor or a shield, or chooses to end it early (no action required). During the bladesong, the elf gains the following benefits:

  • The elf gains a +6 bonus to its AC.
  • The elf's walking speed increases by 10 feet.
  • The elf has advantage on Dexterity (Acrobatics) checks.
  • The elf gains a +6 bonus on saving throws to maintain concentration.
  • The elf gains a +6 bonus to damage rolls made with melee weapon attacks (included in the attack).

REACTIONS

Parry. The elf adds 5 to its AC against one melee attack that would hit it. To do so, the elf must see the attacker and be wielding a melee weapon.

Song of Defense. When the elf takes damage, it can use its reaction to expend one spell slot and reduce that damage to it by an amount equal to five times the spell slot's level.

Legendary Actions

The elf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The elf regains spent legendary actions at the start of its turn.

Attack or Cantrip. The elf makes a weapon attack or casts a cantrip.
Command Ally. The elf targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the elf, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The elf targets one hostile creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the elf's next turn.
Cast a Spell (Costs 3 Actions). The elf casts a spell from its list of prepared spells, using a spell slot as normal.

An elite bladesinger with the Great Master, Variant template applied to it. High elite bladesingers are elven champions who have reached the pinnacle of their bladesinging art, to the point where it is almost as natural as breathing. They exemplify the elegance and arcane power of elvenkind. Every movement they make is impossibly graceful and precise, and every attack is supercharged. Most warriors cannot lay a finger on a high elite bladesinger, much less stand against one with any hope of success.

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