Primordial Archer
Medium humanoid (any race), neutral evil
Armor Class
15 (leather)
Hit Points
77 (14d8 + 14)
Speed
30 ft.
STR
10 (+0)
DEX
19 (+4)
CON
12 (+1)
INT
12 (+1)
WIS
16 (+3)
CHA
8 (-1)
Senses
passive Perception 15
Saving Throws
Dex +6, Str +2
Skills
Nature +3, Perception +5, Stealth +8, Survival +5
Languages
any two languages
Challenge
4 (1,100 XP)
Elemental Arrows. Whenever the archer draws an arrow from its quiver, the archer can imbue it with elemental magics, imbuing the arrow with special properties depending on the element chosen:
- Fire – The arrow deals an additional 7 (2d6) fire damage.
- Ice – Any creature hit by this arrow takes an additional 3 (1d6) cold damage and has its movement speed reduced by 10 feet on its next turn.
- Poison – Any creature hit by this arrow must succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn.
- Lightning – Any creature hit by this arrow takes an additional 3 (1d6) lightning damage and can’t use reactions until its next turn.
Actions
Multiattack. The archer uses its overcharged shot if able, then makes two attacks with its longbow.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Overcharged Shot (Recharge 5-6). The next arrow the archer fires this turn gains the effects of two elemental arrows instead of one.