5e:High Elf Guard NPC
< NPC
High Elf Guard (NPC) | ||||||||||||
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Medium Humanoid (Elves, High Elves), any alignment | ||||||||||||
Armor Class: 13 (Leather or 15 Leather and Shield) | ||||||||||||
Hit Points: 11 (2d8+2) | ||||||||||||
Speed: 35 ft. | ||||||||||||
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Saving Throws: Advantage against charm effects | ||||||||||||
Skills: Perception | ||||||||||||
Condition Immune: Sleep | ||||||||||||
Senses: Darkvision 60 ft., passive perception 16 | ||||||||||||
Languages: Common, Elvish | ||||||||||||
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2 | ||||||||||||
Spellcaster. High elves are innate spellcasters. They can cast Wizard cantrips using Intelligence as their spellcasting ability. Spell save DC is 10. Spell attack to hit is +2. They know one cantrip, usually acid splash, dancing lights, message, minor illusion, ray of frost, or true strike.
ActionsHigh elf guards are normally armed with either longsword (with the added protection of a shield) or longbow and shortsword. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage or 6 (1d10+1) slashing damage if used two-handed. Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. Longbow. Melee Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage. |
Notes
Guards include members of a watch, sentries, and the bodyguards.
Sources and Footnotes
- User:Rlyehable
- Based heavily on the SRD5:Guard NPC with some features of SRD5:High Elf applied.