Elven Warden
Medium humanoid (elf), chaotic good
Armor Class
16 (studded leather)
Hit Points
65 (10d8 + 20)
Speed
30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
15 (+2)
WIS
11 (+0)
CHA
14 (+2)
Senses
darkvision 60 ft., Passive Perception 10
Saving Throws
Str +4, Dex +6, Wis +2
Skills
Athletics +4, Deception +4
Languages
Common, Elvish
Challenge
2 (450 XP)
Fey Ancestry. The elven warden has advantage on saving throws against being charmed, and magic can’t put them to sleep.
Actions
Multiattack. The elven warden makes three melee attacks: two with their longsword and one with their dagger. Or the warden makes two ranged attacks with their daggers.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 +2) slashing damage, or 7 (1d10 +2) slashing damage if used with both hands.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +3) piercing damage.
Reactions
Parry. The elven warden adds 2 to its AC against one melee attack that would hit it. To do so, the elven warden must see the attacker and be wielding a melee weapon.