High Elf Guard (5e NPC)

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Author: Rlyehable (talk)
Date Created: 2016-01-30
Status: Finished
Editing: Clarity edits only please
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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 Immunity: 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.

Actions

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.


Notes

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

Sources and Footnotes



Back to Main Page5eMonster

Alignmentany alignment +
AuthorRlyehable +
CRval0.125 +
Canontrue +
Challenge Rating1/8 +
Experience Points25 +
FeaturesSpellcaster +, Longsword +, Shortsword +, Longbow + and {{{feature1}}} +
Hit Dice2d8+2 +
Hit Points11 +
Identifier5e NPC +
NPCtrue +
RatingUndiscussed +
SizeMedium +
SortTextGuard High Elf +
SubtypeElf + and High Elf +
TitleHigh Elf Guard +
TypeHumanoid +