5e:High Elf Guard NPC: Difference between revisions

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{{5e Ability|Spellcaster|High elves are innate spellcasters. They can cast {{SRD5|Wizard}} {{srd5lc|Cantrip}}s using {{SRD5|Intelligence}} as their {{srd5lc|Spellcasting Ability}}. Spell save {{SRD5|DC}} is 10. Spell attack to hit is +2. They know '''one''' cantrip, usually ''{{srd5lc|Acid Splash}}, {{srd5lc|Dancing Lights}}, {{srd5lc|Message}}, {{srd5lc|Minor Illusion}}, {{srd5lc|Ray of Frost}}, or {{srd5lc|True Strike}}''.}}


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|feature1=Spellcaster
High elf guards are normally armed with either {{srd5lc|Longsword}} (with the added protection of a shield) or {{srd5lc|Longbow}} and {{srd5lc|Shortsword}}.
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|fdesc1=High elves are innate spellcasters. They can cast {{SRD5|Wizard}} {{srd5lc|Cantrip}}s using {{SRD5|Intelligence}} as their {{srd5lc|Spellcasting Ability}}. Spell save {{SRD5|DC}} is 10. Spell attack to hit is +2. They know '''one''' cantrip, usually ''{{srd5lc|Acid Splash}}, {{srd5lc|Dancing Lights}}, {{srd5lc|Message}}, {{srd5lc|Minor Illusion}}, {{srd5lc|Ray of Frost}}, or {{srd5lc|True Strike}}''.


{{5e Ability|Longsword|''{{SRD5|Melee Weapon Attack}}:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d8+1) {{srd5lc|Slashing}} damage or 6 (1d10+1) slashing damage if used two-handed.}}
|action1=Armament Choice
|alimit1=
|adesc1=High elf guards are normally armed with either {{srd5lc|Longsword}} (with the added protection of a shield) or {{srd5lc|Longbow}} and {{srd5lc|Shortsword}}.


{{5e Ability|Shortsword|''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) slashing damage.}}
|action2=Longsword
|alimit2=
|adesc2=''{{SRD5|Melee Weapon Attack}}:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d8+1) {{srd5lc|Slashing}} damage or 6 (1d10+1) slashing damage if used two-handed.


{{5e Ability|Longbow|''Melee Weapon Attack:'' +2 to hit, {{srd5lc|Range}} 150/600 ft., one target. ''Hit:'' 5 (1d8+1) piercing damage.}}
|action3=Shortsword
|alimit3=
|adesc3=''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) slashing damage.
 
|action4=Longbow
|alimit4=
|adesc4=''Melee Weapon Attack:'' +2 to hit, {{srd5lc|Range}} 150/600 ft., one target. ''Hit:'' 5 (1d8+1) piercing damage.
}}
}}
==Notes==
Guards include members of a watch, sentries, and the bodyguards.
Guards include members of a watch, sentries, and the bodyguards.
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==Sources and Footnotes==
==Sources and Notes==
* [[User:Rlyehable]]
* [[User:Rlyehable]]
* Based heavily on the [[SRD5:Guard NPC]] with some features of [[SRD5:High Elf]] applied.
* Based heavily on the [[SRD5:Guard NPC]] with some features of [[SRD5:High Elf]] applied.
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<references />
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{{5e Footer|Monster|CC-BY-SA}}
{{5e Footer|Monster}}
{{5e Monster Data}}
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[[Category:User]]
[[Category:User]]

Revision as of 13:18, 24 March 2020

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Rlyehable  +

User Creation
Source: Rlyehable
Date Created: 2016-01-30
Status: Finished


High Elf Guard (NPC)
Medium Humanoid  (Elves, High Elves), any alignment
Armor Class: 13 (Leather or 15 Leather and Shield)
Hit Points: 11 (2d8+2)
Speed: 35 ft.
Str Dex Con Int Wis Cha
13 (+1) 12 (+1) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
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

Features

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. 

Actions

Armament Choice. High 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.

Guards include members of a watch, sentries, and the bodyguards.

Sources and Notes


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