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Medium humanoid (elf), chaotic neutral

Armor Class 13 (leather)


Hit Points 45 (7d8 + 14)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 15 (+2) 11 (+0) 12 (+1) 15 (+2)

Skills Intimidation +4, Insight +5, Perception +3


 Senses darkvision 60 ft., passive Perception 13
Languages Elvish, Sylvan
Medium humanoid (elf), chaotic neutral Challenge 2 (450 XP)

Armor Class 11 Blood Frenzy. The elf has advantage on melee attack rolls against
Hit Points 22 (4d8 + 4)
any creature that doesn't have all its hit points.
Speed 30 ft., climb 30 ft.
Fey Ancestry. The elf has advantage on saving throws against being
STR DEX CON INT WIS CHA charmed, and magic can't put the elf to sleep.
12 (+1) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 13 (+1) Innate Spellcasting. The elf's spellcasting ability is Charisma (spell
save DC 12). It can innately cast the following spells, requiring no
Skills Intimidation +3, Perception +2 material components:
Senses darkvision 60 ft., passive Perception 12
Languages Elvish, Sylvan At will: jump, speak with animals
Challenge 1/2 (100 XP) 3/day each: beast sense, hex
1/day each: enhance ability, haste, hold person
Blood Frenzy. The elf has advantage on melee attack rolls against Sanguine Memory. When the elf tastes the fresh blood of a living
any creature that doesn't have all its hit points. or recently deceased beast or humanoid, it can attempt to retrieve
Fey Ancestry. The elf has advantage on saving throws against being a memory regarding a certain object, person, time, or place. The elf
charmed, and magic can't put the elf to sleep. makes a DC 12 Charisma check. On a successful check, the elf
remembers the memory as if it had experienced it personally.
Sanguine Memory. When the elf tastes the fresh blood of a living
or recently deceased beast or humanoid, it can attempt to retrieve Actions
a memory regarding a certain object, person, time, or place. The elf Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing
makes a DC 11 Charisma check. On a successful check, the elf creature, or a creature that is grappled by the elf, incapacitated, or
remembers the memory as if it had experienced it personally. restrained. Hit: 6 (1d8 + 2) piercing damage and the target must
Actions succeed on a DC 12 Constitution saving throw or be paralyzed
until the end of its next turn.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the elf, incapacitated, or Poisoned Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
restrained. Hit: 4 (1d6 + 1) piercing damage and the target must target. Hit: 9 (2d6 + 2) slashing damage plus 5 (2d4) poison
succeed on a DC 11 Constitution saving throw or be paralyzed damage. Instead of dealing damage, the elf can grapple the target
until the end of its next turn. (escape DC 12).

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.


Hit: 6 (2d4 + 1) slashing damage. Instead of dealing damage, the
elf can grapple the target (escape DC 11).

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