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The El'Tael

El'Tael CR: 6

Medium humanoid, neutral good
Armor Class: 13 (Leather, 17 with Bladesong)
Hit Points: 72 (13D8+13)
Speed: 30 ft

STR

9 -1

DEX

16 +3

CON

12 +1

INT

18 +4

WIS

13 +1

CHA

11 +0

Saving Throws: Intelligence +7, Wisdom +4
Skills: Acrobatics +6, Arcana +7
Senses: Darkvision 60ft., Passive Perception 11
Languages: Common and Elvish
Challenge Rating: 6
Proficiency Bonus: +3

Fey Ancestry. The El'Tael has advantage on saving throws against being charmed, and magic can’t put them to sleep.

Actions

Multiattack. The El'Tael makes two attacks with their scimitar, or one attack with their scimitar and one use of their spellcasting.   Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1D6+3 slashing damage.   Spellcasting. The El'Tael casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

  • At Will: booming blade (1D8), fire bolt (2D10), green-flame blade (1D8), sword burst (2D6).
  • 3/Day each: cloud of daggers, hold person, rime's binding ice.
  • 1/Day each: dispel magic, lightning bolt.

Bonus Actions

Bladesong (3/Day). The El'Tael starts their bladesong, which lasts for 1 minute or until they are incapacitated. While it is active they gain the following benefits:

  • They gain a +4 to their AC.
  • Their walking speed increases by 10 feet.
  • They have advantage on Dexterity (Acrobatics) checks.
  • They gain a +4 bonus to any Constitution saving throws they make to maintain concentration on a spell.
Misty Step (3/Day). The El'Tael casts misty step, using Intelligence as the spellcasting ability. If the El'Tael casts this spell during their turn, they cannot cast another leveled spell as part of their action during that turn.

Reactions

Spellcasting. The El'Tael casts one of the following spells, using Intelligence as the spellcasting ability:

  • 3/Day each: absorb elements, shield.
  • 1/Day each: counterspell.

 

Kaer’Vaelen CR: 12

Medium humanoid, lawful good
Armor Class: 17 (Studded Leather, 22 with Bladesong)
Hit Points: 81 (12D8+36)
Speed: 30 ft

STR

11 +0

DEX

20 +5

CON

14 +2

INT

20 +5

WIS

15 +2

CHA

13 +1

Saving Throws: Dexterity +9, Constitution +6, Intelligence +9, Wisdom +6
Skills: Acrobatics +9, Arcana +9, Perception +6
Senses: Darkvision 60ft., Passive Perception 16
Languages: Common and Elvish
Challenge Rating: 12
Proficiency Bonus: +4

Fey Ancestry. Kaer’Vaelen has advantage on saving throws against being charmed, and magic can’t put them to sleep.

Actions

Multiattack. Kaer’Vaelen makes two attacks with their Crystal Blade Scimitar, or one attack with their Crystal Blade Scimitar and one use of their spellcasting.   Crystal Blade Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1D6+5 slashing damage plus 1D8 radiant damage. The sword has 3 charges and regains 1D3 expended charges daily at dawn. When Kaer’Vaelen hits a creature with an attack roll using the sword, they can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.   Spellcasting. Kaer’Vaelen casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

  • At Will: booming blade (2D8), fire bolt (3D10), green-flame blade (2D8), sword burst (3D6).
  • 3/Day each: cloud of daggers (3rd-level), dispel magic, fly, hold person.
  • 1/Day each: banishment, cone of cold, fire shield, hold monster, steel wind strike.

Bonus Actions

Bladesong (4/Day). Kaer’Vaelen starts their bladesong, which lasts for 1 minute or until they are incapacitated. While it is active they gain the following benefits:

  • They gain a +5 to their AC.
  • Their walking speed increases by 10 feet.
  • They have advantage on Dexterity (Acrobatics) checks.
  • They gain a +5 bonus to any Constitution saving throws they make to maintain concentration on a spell.
Crystal Illumination. Kaer’Vaelen causes their Crystal Blade Scimitar to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to shed dim light in a 10-foot radius, or to douse the light.   Spellcasting. Kaer’Vaelen casts one of the following spells, using Intelligence as the spellcasting ability. If Kaer’Vaelen casts one of these spells during their turn, they cannot cast another leveled spell as part of their action during that turn.
  • 3/Day each: ashardalon's stride, misty step.

Reactions

Spellcasting. Kaer’Vaelen casts one of the following spells, using Intelligence as the spellcasting ability:

  • 3/Day each: absorb elements, counterspell, shield.
Warcaster. When a hostile creature's movement provokes an opportunity attack from Kaer’Vaelen, they can cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Location

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