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.

medium
humanoid
cr2
out-of-the-box-5e