Llanowar Elite
Llanowar Elites are powerful elven warriors that are armed magical swords and spears, and the magical power to temporarily boost themselves to make them incredibly powerful for a short period. They are used to protect the villages and important locations within the forests. When the Llanowar elves go to war they lead platoons of warriors or work in small groups to go after high priority targets. Some members may be equipped with more powerful equipment, especially if on special assignment.
Llanowar Elf Elite
Type: humanoid, elf
Size: medium
CR: 8
Hit Points: 11d8+22 (80)
Mas: 14
Init: +2
Speed: 35 ft
Defense: 20, touch 16, flatfoot 18 (10 +2 Dex +4 leather armour +4 Defense)
BAB/Grp: +8/+3 / +10
FS/Reach: 5 ft / 5 ft
Attacks: scimitar +8 melee (2d6+4 slashing) and scimitar +3 melee (2d6+4 slashing), or Spear +7 ranged (1d8+2 piercing)
Special Attacks:
Special Qualities: Innate spellcasting, darkvision 60 ft, call reinforcements*, elf traits, magic boost, powerful summons
Allegiances: Llanowar Elves
Saves: Fort +5, Reflex +9, Will +4
Reputation: +3
Abilities: Str 14, Dex 14, Con 14, Int 11, Wis 13, Cha 11
Skills: Climb +9, Hide +9, Knowledge: Arcane Lore +4, Knowledge: Earth and Life Sciences +4, Move Silently +9, Search +6, Spot +7, Survival +6
Feats: Armour Proficiency (light), Archaic weapons proficiency, power attack, cleave, great cleave
Possessions: magic leather armour, magic scimitar, 2 spears, rations
Organization: Single, pairs, squad (4), or larger formations (leading 24 warriors).
Combat
Llanowar Elites are some of the best warriors of the Llanowar elves have, that act as leaders, protectors of important members, and when they go to war they lead groups or function in small groups and target priority targets. They lead into combat by with their spears then switch to their magical scimitars. Against powerful targets they use their magical powers to boost themselves so they can overwhelm the target so their allies can focus on other targets.
Innate Spellcasting
The elf's innate spellcasting ability is Wisdom (spell DC 11). Can cast the following spells, requiring no verbal or material components.
At will: alarm (4 hours), ensnaring strike
4/day: Acid arrow
Magic Boost
As a standard action, once per day, the Llanowar Elite can channel magic to boost themselves for short periods, gaining +10 to melee damage, 30 temporarily hit points that are used first, gain an extra attack per round at -5 to attack rolls, but suffer -4 to Defense. These effects last for 6 rounds, then the Llanowar elite is exhausted.
Call Reinforcements
While a Llanowar Elite is within their forests or areas they control, they can call for reinforcements. Using a move equivalent action, can send a mental call to the nearest allies, calling 2d4 Llanowar Elf Warriors although there is a 50% chance one of the warriors is replaced with a Llanowar Elite, that arrive within 1d6 rounds.
Powerful Summons
When an Llanowar Envoy, Empath, Druid, Elite, Stalker and others above Warrior, use Call Reinforcements, have a 50% chance to call 1 Llanowar Elite in the group of summoned Llanowar elf Warriors. If an Elite is summoned, when the Elite arrives, they have +3 to attack rolls and damage and +1 to Defense for the first 5 rounds.
Acid Arrow
2 evocation
Casting Time: 1 action
Range: 90 feet
Target: A target within range
Components: V S M (Powdered rhubarb leaf and an adder's stomach)
Duration: Instantaneous
Classes: Wizard
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
Alarm
1st-level abjuration
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 ft radius emanation centered on a point in space.
Components: V, S, F/DF
Duration: 2 hours/level
Saving Throw: none
Spell Resistance: No
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by the caster at the time of casting) does not set off the alarm. The caster decides at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts the caster so long as they remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 ft of the warded area can hear it clearly. Reduce distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard as far as 180 feet away. The sound lasts for 1 round and creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
Ensnaring Strike
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute.
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Reflex saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has +4 bonus on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
Llanowar Augur
"I am irrelevant. The future I hold in my hands is everything."
The Llanowar Augur is a frail, wide-eyed Elf Shaman who spends their life channeling a single, massive burst of primal energy. They are often found in Llanowar villages, although some can be found in small enclaves within urban centres tending to the enclave's plants. While they are not combatants, they will sacrifice themselves to aid their comrades, especially in the defense of remote enclaves and the villages, using their lifeforce to empower the warriors.
Type: Medium Humanoid (Elf)
CR: 1/2
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft.
Defense: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0 / -1
Attack: Quarterstaff -1 melee (1d6-1)
Full Attack: Quarterstaff -1 melee (1d6-1)
Special Abilities: elf traits, Augury of Might
Saves: Fort +1, Ref +1, Will +4
Abilities: STR 8, DEX 12, CON 12, INT 10, WIS 16, CHA 10
Skills: Listen +4, Knowledge: Earth and Life Sciences +4, Search +2, Spot +4
Feats: Simple Weapons Proficiency
Combat
The Llanowar Augur is not a front-line fighter, they stay in the back. If an ally is engaged with a powerful foe, the Augur whispers their final prophecy and collapses, giving the ally the strength of a giant for one crucial moment.
Augury of Might
Once per day, at the start of its turn, the Llanowar Augur may sacrifice its life force to empower an ally. As a free action, the Augur is instantly reduced to 0 HP and begins dying, can make a check to stabilize at +4.
Selecting one target ally within 30 feet gains a +6 enhancement bonus to Strength and the Overrun feat for 1 round.
Llanowar Loamspeaker
The Llanowar Loamspeaker is a versatile support unit amongst the Llanowar, a potent spell caster, with the capability to animate the environment into an elemental to aid in combat. They are typically assigned to village defense forces, patrol forces and some of the remote enclaves within urban centers.
Llanowar Loamspeaker
Type: Medium Humanoid (Elf)
CR: 2
Hit Dice: 3d8+6 (22 hp)
Initiative: +1
Speed: 30 ft.
Defense: 14 (+1 Dex, Armoured Robes +3), touch 11, flat-footed 13
Base Attack/Grapple: +1 / +1
Attack: Quarterstaff -1 melee (1d6-1)
Full Attack: Quarterstaff -1 melee (1d6-1)
Special Abilities: elf traits, Mana Tap, Awaken The Loam, Innate spellcasting, spellcasting, call reinforcements
Reputation: +1
Saves: Fort +4, Ref +1, Will +6
Abilities: STR 10, DEX 12, CON 14, INT 12, WIS 17, CHA 12
Skills: Concentration +8, Knowledge: Earth and Life Sciences +7, Listen +6, Search +4, Spot +6, Survival +7
Feats: Simple Weapons Proficiency, Great Fortitude
Combat
The Loamspeaker is a force multiplier and support, casting spells to attack and support, but can also summon elementals to increase the number of allies. They will start combat by summoning an elemental with their Awaken the Loam ability, then use spells to attack, defend or support their allies, and will use their Awaken the Loam ability once available again, creating a steady supply of elementals to throw at the enemy.
Mana Tap
The Loamspeaker is capable of tapping into local mana fields, particularly if the mana is of the green type, although they don't have any mana of their own. The Loamspeaker can absorb 2 mana per round, or 4 green mana if in a forest or other source of green mana, capable of holding at most 12 mana at a time, for a maximum of 10 rounds before it dissipates at a rate of 1 mana per round. This mana can be used to enhance their spells, replenish spell slots, heal themselves or an ally they touch. For every 2 mana (or 1 green) spent, can replenish 1 level of spell slots, or empower spells (increase range by +10 ft, damage by +1 per die of damage, and DC by +1), or heal 1 hit point.
Innate Spellcasting
The elf's innate spellcasting ability is Wisdom (spell DC 14). Can cast the following spells, requiring no verbal or material components.
At will: alarm (6 hours), ensnaring strike
3/day: Acid arrow, fog cloud
Spellcasting
Cantrips/Lvl 0 (at will): mending, message, vicious mocker
Lvl 1 (5 slots): Obscuring mist, Arbor Armament, cure light wounds, entangle.
Lvl 2 (4 slots): invisibility, pierce the sky, fire trap, web, resist energy
Lvl 3 (3 slots): dispel magic, glyph of warding
Lvl 4 (2 slots): Earthshake, wall of ice
Call Reinforcements
While a Llanowar Loamspeaker is within their forests or areas they control, they can call for reinforcements. Using a move equivalent action, can send a mental call to the nearest allies, calling 1d6 Llanowar Elf Warriors that arrive within 1d6 rounds, 50% chance a Llanowar Druid is summoned, 50% chance a Llanowar Elite is summoned, these replace one warrior..
Awaken the Loam (Sp)
As a full-round action, once every 1d6+1 rounds, the Loamspeaker can touch a 5-ft. square of natural or urban "land" (soil, pavement, or stone). The land transforms into a Medium Elemental under the Loamspeaker's control. The Loamspeaker can control up to 5 elementals at once.
The Elemental: Has 26 HP, Defense 15, and a slam attack (+5 melee, 1d8+4 damage). It gains the Haste effect (+1 to attack, Defense, and Reflex saves) for the first 5 rounds. The elemental remains for 1 hour before the magic dissipates and it crumbles to a pile of dirt, rock and bark.
Acid Arrow
2 evocation
Casting Time: 1 action
Range: 90 feet
Target: A target within range
Components: V S M (Powdered rhubarb leaf and an adder's stomach)
Duration: Instantaneous
Classes: Wizard
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
Alarm
1st-level abjuration
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 ft radius emanation centered on a point in space.
Components: V, S, F/DF
Duration: 2 hours/level
Saving Throw: none
Spell Resistance: No
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by the caster at the time of casting) does not set off the alarm. The caster decides at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts the caster so long as they remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 ft of the warded area can hear it clearly. Reduce distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard as far as 180 feet away. The sound lasts for 1 round and creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
Ensnaring Strike
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute.
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Reflex saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has +4 bonus on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
Arbor Armament (Spell/FX)
Llanowar’s boughs are ever ready to unleash an autumn of steel leaves.” — Extract from a decrypted file found in a Green-Cell safehouse.
Level: Druid 1, Ranger 1, Urban Arcane (Nature) 1
Casting Time: 1 attack action (can be used as a Ready Action)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 30 minutes and 1 round (Reach)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You channel the primal energy of the Llanowar boughs into the target’s weaponry or limbs, granting a +1 bonus to attack rolls and +1 Defense as Natural Armour. The target also has their reach increased by 5 feet magically by spectral vines or elongated wood.
Pierce the Sky (Spell/FX)
Level: Druid 2, Ranger 1, Urban Arcane (Nature) 2
Casting Time: 1 attack action (Can be used as a Ready Action)
Range: Long (400 ft. + 40 ft./level)
Target: One creature or vehicle with a Fly speed
Duration: Instantaneous
Saving Throw: Reflex half damage
Spell Resistance: Yes
You conjure a massive, spectral bolt of jagged ironwood that streaks toward the heavens. This spell is specifically tuned to disrupt the aerodynamics and lifeforce of airborne targets. Make a ranged touch attack, dealing 7d6 points of half piercing and half force damage to the target. This spell can only target creatures or vehicles currently in flight (using wings, magic, or mechanical thrusters). If the target is on the ground, the spell dissipates harmlessly before impact.
Wing-Clip: If the target fails its Reflex save, it must immediately succeed on a Fortitude save (DC 15) or its flight capabilities are impaired. A creature falls 1d4 × 10 feet immediately; a vehicle takes a -4 penalty to Pilot checks for 1d4 rounds.
Llanowar Equipment
The Llanowar Elves have developed a number of unique items they use for their elite members and some of their remote enclaves.
Armour
Ironwood Tactical Vest (PL4-5)
Unlike Kevlar, this vest is grown from magically densified wood fibers.
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: +5
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 4 lbs
Purchase DC: 18
Restriction: Mil +3, Llanowar only
Notes: Electricity Resistance 5
Leaf-Steel Tactical Vest (PL5)
“Llanowar forges weapons of steel. Its armor, however, is grown.” This vest looks like a mosaic of dark, metallic evergreen leaves. It is lighter than Kevlar and self-repairs over time.
Type: Light
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex: +6
Armour Penalty: 0
Speed (30 ft): 30 ft
Weight: 2 lbs
Purchase DC: 19
Restriction: Mil +3 Llanowar only
Notes: Photosynthetic Repair - If left in natural sunlight for 1 hour, the vest restores 1 point of its own hit points and hardness per 10 minutes.
Llanowar Living Breastplate (PL4-5)
This is a "grown" piece of medium armor made from interlocking plates of Ironwood and Leaf-Steel. It is biologically active and responds to the wearer's physical state.
Type: Medium
Equipment Bonus: +6
Nonprof. Bonus: +3
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 25 ft
Weight: 4 lbs
Purchase DC: 23
Restriction: Mil +3 Llanowar only
Notes: Once per day, when the wearer falls below 25% of their maximum hit points, the armour releases a burst of stimulant spores, granting the Haste spell for 3 rounds (1 extra attack when making full attack, +2 Dodge to defense, +30 ft speed).
Llanowar Bio-Shield
This isn't a physical slab of metal, but a wrist-mounted device that emits a low-frequency hum. When activated, it generates a "hardened air" barrier in the shape of a traditional elven heater shield.
Equipment Bonus: +3 (shield)
Armour Penalty: -1
Weight: 2 lbs
PDC: 20 Mil +3, Llanowar only
Special: It provides an additional +2 Deflection bonus to Defense against projectiles (bullets, arrows, bolts, etc) as the barrier slightly deflects high-velocity impacts. Only operates for 5 rounds at a time with a 3 round cool down.
Weapons
Llanowar "Long-Canopy" Sniper Rifle (PL5)
A sleek, bolt-action rifle carved from a single limb of an ancient Ironwood tree. It uses no gunpowder; the bullet is propelled by a localized "gust" enchantment.
Damage: 2d10
Critical: 19-20 x3
Damage Type: Ballistic
Range Increment: 120 ft
Rate of Fire: Single
Size: Large
Weight: 10 lbs
Ammo: 10 box
Purchase DC: 21 Mil +3, Llanowar only
Notes: Silent Operation - The rifle makes no more noise than a sharp intake of breath (Listen DC 25 to hear the shot).
Thorn-Vine Whip (PL4-5)
A living whip that remains coiled as a bracelet until "activated" with a drop of the wielder's blood.
Damage: 1d6
Critical: 20 x2
Damage Type: slashing
Reach: 15 ft
Size: medium
Weight: 2 lbs
Purchase DC: 16, Llanowar
Notes: Entangle - On a successful hit, the wielder can attempt a free grapple check. If successful, the target is Entangled by thorns (1d4 piercing damage per round they remain entangled).
The "One-Bone" Baton (PL4-5)
Based on the Llanowar penalty for trespassing ("One bone broken for every twig snapped underfoot"). This is an ironwood collapsible baton.
Damage: 1d6
Critical: 20 x2
Damage Type: bludgeoning
Size: Medium
Weight: 3 lbs
Purchase DC: 10 Llanowar only
Notes: On a critical hit, target must make Fort save DC 15, or suffer a lingering injury (broken bone), imposing a -2 penalty to either Strength or Dexterity checks (GM's choice) until magically healed or treated with a DC 20 Treat Injury check.
Ironwood Composite Longbow (PL4)
A masterpiece of elven engineering, this bow is grown to match the exact draw strength of its wielder. It functions as a Composite Plus weapon, allowing you to add your full Strength bonus to damage.
Damage: 1d8
Critical: 20 x3
Damage Type: Piercing
Range Increment: 110 ft
Rate of Fire: Semi
Size: Large
Weight: 3 lbs
Ammo: -
Purchase DC: 17, Llanowar only
Notes: Rooting Shot - On a critical hit, the arrow blossoms into tangled vines upon impact, forcing the target to make a Reflex save DC 16 or be Entangled for 1d4 rounds.
Mana-Tipped Tracer Arrows
Used by Llanowar snipers to coordinate fire. On a hit, the arrow deals normal damage but also marks the target with a faint green glow. For 1 minute, all allied Llanowar creatures gain a +2 bonus to Attack rolls against that specific target.
PDC: 12 (for a bundle of 10), Llanowar only.
Llanowar Heartwood Blade (PL4)
A "sword" that is grown, not forged. The edge is lined with microscopic, obsidian-hard thorns that saw through armor as the blade strikes.
Damage: 1d8
Critical: 19-20 x2
Damage Type: Slashing or Piercing
Size: Large
Weight: 4 lbs
Purchase DC: 18 Mil +3, Llanowar only
Notes: Wounding - On a successful hit, the target must make a Fort save DC 14 or take 1 point of Constitution damage from the "Steel Leaf Heartwood" toxins embedded in the blade.
Steel-Leaf Scimitar (PL4)
Forged from the rare "Autumn Steel" leaves of the Llanowar heights, this blade is incredibly light and perfectly balanced for high-dexterity warriors.
Damage: 1d6
Critical: 18-20 x2
Damage Type: Slashing
Size: Medium
Weight: 3 lbs
Purchase DC: 16 Mil +3, Llanowar only
Notes: Finesse - Can use Dex modifier instead of Strength for attack rolls if higher. Grants +2 Equipment bonus to Disarm attempts.
Llanowar Splinter-Pistol
A handheld organic weapon that fires hyper-accelerated wooden spikes. It uses compressed air and a "Snap-Vine" mechanism instead of gunpowder.
Damage: 2d4
Critical: 20 x2
Damage Type: Piercing
Range Increment: 30 ft
Rate of Fire: Semi
Size: Small
Weight: 2 lbs
Ammo: 15 box
Purchase DC: 17 Mil, Llanowar only
Notes: Silent - The weapon is completely silent. Additionally made of non-metallic organic matter, making it undetectable by metal detectors.