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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8993152" data-attributes="member: 6668634"><p><span style="font-size: 26px"><strong>Llanowar Elf</strong></span></p><p>Llanowar elves are reclusive in their forests, not taking kindly to uninvited visitors, and rarely ever give invitation for outsiders to visit their sacred treetop homes.</p><p>As the guardians of the Llanowar, the elves are trained to be tough, pernicious, watchful and careful. Working in turns, the border of the forest is guarded at all hours, and rarely are they alone, usually with reinforcements only moments away. These guardians are skilled with scimitars and trained in a few useful spells, with the ability to empower one per day for a killing strike.</p><p>While Llanowar punishments are strict for invaders and trespassers, it is possible to parley with the border guards for safe passage, especially in the case of dignitaries and ambassadors seeking official business, but such persons allowed will always have a minimum of two guards per visitor.</p><p>Even though Llanowar Elves may seem primitive, using ancient weapons and some magic, they are still dangerous, and some enclaves found on Coreline Earth and other planets, have even adopted biotechnology and genetic modifications to some warriors and trained animals and mounts.</p><p></p><p><strong><span style="font-size: 22px">Llanowar Elf Warrior</span></strong></p><p>The typical Llanowar Elf Warrior is armed with a scimitar, light armour, trained in stealth to remain hidden until they strike and minor spellcasting. They patrol the forests vigilantly from trespassers, and are also used when the Llanowar Elves go to war.</p><p></p><p><strong>Llanowar Elf Warrior</strong></p><p>Type: humanoid, elf</p><p>Size: medium</p><p>CR: 3</p><p>Hit Points: 6d8 (27)</p><p>Mas: 11</p><p>Init: +2</p><p>Speed: 35 ft</p><p>Defense: 14, touch 12, flatfoot 12 (10 +2 Dex +2 leather armour)</p><p>BAB/Grp: +4 / +5</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: scimitar +5 melee (1d6+2 slashing) and scimitar +0 melee (1d6+2 slashing), or +7 ranged</p><p>Special Attacks:</p><p>Special Qualities: Innate spellcasting, spellcharge, darkvision 60 ft, call reinforcements*, elf traits</p><p>Allegiances: Llanowar Elves</p><p>Saves: Fort +2, Reflex +7, Will +3</p><p>Reputation: +1</p><p>Abilities: Str 12, Dex 14, Con 11, Int 11, Wis 13, Cha 10</p><p>Skills: Climb +4, Hide +4, Knowledge: Arcane Lore +2, Knowledge: Earth and Life Sciences +2, Move Silently +6, Search +3, Spot +4</p><p>Feats: Armour Proficiency (light), Archaic weapons proficiency</p><p>Possessions: leather armour, scimitar, rations</p><p>Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).</p><p></p><p><strong>Combat</strong></p><p>Llanowar Elf warriors are usually found patrolling the borders of their forests, hiding within the trees. Using the Alarm spell to notify them of trespassers and allowing them to sneak up on them. They will use acid arrow as a first strike then close within melee and use their ensnaring strike to immobilize and continue injuring opponents. If suffers 50% casualties if in a group of 3 or more, can call for reinforcements.</p><p></p><p><strong>Innate Spellcasting</strong></p><p>The elf's innate spellcasting ability is Wisdom (spell DC 11). Can cast the following spells, requiring no verbal or material components.</p><p>At will: alarm (4 hours), ensnaring strike</p><p>1/day: Acid arrow</p><p></p><p><strong>Spellcharge</strong></p><p>Once per 24 hours when the elf casts a spell, it can treat the spell as if it had the empowered metamagic feat, increasing numeric effects of the spell by 50%.</p><p></p><p><strong>Call Reinforcements</strong></p><p>While a Llanowar Elf warrior 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 1d4 Llanowar Elf Warriors that arrive within 1d6 rounds.</p><p></p><p><strong><span style="font-size: 18px">Acid Arrow</span></strong></p><p>2 evocation</p><p>Casting Time: 1 action</p><p>Range: 90 feet</p><p>Target: A target within range</p><p>Components: V S M (Powdered rhubarb leaf and an adder's stomach)</p><p>Duration: Instantaneous</p><p>Classes: Wizard</p><p>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.</p><p></p><p><strong><span style="font-size: 18px">Alarm</span></strong></p><p>1st-level abjuration</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft + 5 ft/2 levels)</p><p>Area: 20 ft radius emanation centered on a point in space.</p><p>Components: V, S, F/DF</p><p>Duration: 2 hours/level</p><p>Saving Throw: none</p><p>Spell Resistance: No</p><p>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.</p><p>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.</p><p>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.</p><p>Ethereal or astral creatures do not trigger the alarm.</p><p>Alarm can be made permanent with a permanency spell.</p><p></p><p><strong><span style="font-size: 18px">Ensnaring Strike</span></strong></p><p>1st-level conjuration</p><p>Casting Time: 1 bonus action</p><p>Range: Self</p><p>Components: V</p><p>Duration: Concentration, up to 1 minute.</p><p>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.</p><p>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.</p><p></p><p><strong><span style="font-size: 22px">Llanowar Scout</span></strong></p><p>The first line of defense against trespassers, Llanowar scouts are somehow even more distant and reclusive, often shunning the company of even other elves and scouts. Like envoys, every llanowar scout volunteered for the position they hold, choosing a life apart from their fellow elves. What drives them to this decision varies, from a naturally shy nature to a desire to hold even more tightly to the self-sustaining ideals of their ancestors.</p><p></p><p><strong>Llanowar Scout</strong></p><p>Type: humanoid, elf</p><p>Size: medium</p><p>CR: 3</p><p>Hit Points: 6d8 (30)</p><p>Mas: 15</p><p>Init: +3</p><p>Speed: 40 ft</p><p>Defense: 15, touch 13, flatfoot 12 (+3 Dex +2 leather armour)</p><p>BAB/Grp: +5 / +5</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: Longbow +7 ranged (1d8+3 piecing, 150 ft) and longbow +2 ranged (1d8+2 piercing, 150 ft), or Dagger +4 melee (1d4+1 piercing or slashing)</p><p>Special Attacks:</p><p>Special Qualities: Innate spellcasting, darkvision 60 ft, call reinforcements*, elf traits</p><p>Allegiances: Llanowar Elves</p><p>Saves: Fort +4, Reflex +6, Will +4</p><p>Reputation: +1</p><p>Abilities: Str 11, Dex 16, Con 15, Int 10, Wis 15, Cha 9</p><p>Skills: Climb +4, Hide +2, Jump +4, Search +3, Spot +4, Survival +5</p><p>Feats: Armour Proficiency (light), Archaic weapons proficiency</p><p>Possessions: leather armour, scimitar, rations</p><p>Organization: Single, pairs, squad (4).</p><p></p><p><strong>Combat</strong></p><p>Scouts prefer ranged combat, firing their bows multiple times from the treetops or hidden locations. If they need to remain hidden or retreat, they will cast fog cloud.</p><p></p><p><strong>Innate Spellcasting</strong></p><p>The elf's innate spellcasting ability is Wisdom (spell DC 12). Can cast the following spells, requiring no verbal or material components.</p><p>At will: alarm (4 hours), ensnaring strike</p><p>1/day: Acid arrow, fog cloud</p><p></p><p><strong>Call Reinforcements</strong></p><p>While a Llanowar Elf scout 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 1d4 Llanowar Elf Warriors that arrive within 1d6+2 rounds.</p><p></p><p><strong><span style="font-size: 22px">Llanowar Envoy</span></strong></p><p>Though the Llanowar elves rarely find themselves with the need to leave their forest home, even these reclusive elves have come to know the importance of maintaining relationships with their neighbors. Unfortunately, Llanowar elves aren't known for their friendliness, are hesitant to trust their intentions.</p><p>The Llanowar have specially trained envoys to handle these particular situations, and establish stronger neighborly relations. Taken from a small pool of volunteers, these elves undergo training beyond that given to all Llanowar elves in adolescence, taught skills of persuasion and magic befitting their position. And to help prepare them for any situation that might occur outside of their safe homes, the envoys spend much of their rigorous training mastering a magical skill that allows them to convert raw magical energy into any number of basic spells.</p><p></p><p><strong>Llanowar Envoy</strong></p><p>Type: humanoid, elf</p><p>Size: medium</p><p>CR: 4</p><p>Hit Points: 9d8 +18 (57)</p><p>Mas: 11</p><p>Init: +2</p><p>Speed: 35 ft</p><p>Defense: 14, touch 12, flatfoot 12 (10 +2 Dex +2 leather armour)</p><p>BAB/Grp: +6/+1 / +6</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: double blade +6 melee (1d8+2 slashing plus 1d4+2 slashing) and double blade +1 melee (1d8+2 slashing plus 1d4+2 slashing), or +8 ranged</p><p>Special Attacks:</p><p>Special Qualities: Innate spellcasting, spellcasting, darkvision 60 ft, call reinforcements*, elf traits, spell swap 2/day,</p><p>Allegiances: Llanowar Elves</p><p>Saves: Fort +7, Reflex +8, Will +6</p><p>Reputation: +2</p><p>Abilities: Str 11, Dex 15, Con 14, Int 10, Wis 16, Cha 16</p><p>Skills: Bluff +5, Concentration +4, Diplomacy +6, Gather Information +6, Search +3, Sense Motive +5, Spot +4, Survival +5</p><p>Feats: Armour Proficiency (light), Archaic weapons proficiency, Great Fortitude</p><p>Possessions: leather armour, scimitar, rations</p><p>Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).</p><p></p><p><strong>Combat</strong></p><p>Llanowar Elf envoys are not front line combatants, but are trained to defend themselves as diplomatic situations can breakdown quickly and become hostile. They are capable in melee combat, but will stay back to cast their spells to support their guards.</p><p></p><p><strong>Innate Spellcasting</strong></p><p>The elf's innate spellcasting ability is Wisdom (spell DC 14). Can cast the following spells, requiring no verbal or material components.</p><p>At will: alarm (6 hours), ensnaring strike</p><p>2/day: Acid arrow, fog cloud</p><p></p><p><strong>Spellcasting</strong></p><p>Cantrips/Lvl 0 (at will): mending, message, vicious mockery</p><p>Lvl 1 (4 slots): charm person, comprehend languages, dissonant whispers, heroism.</p><p>Lvl 2 (3 slots): invisibility, locate object, 1 spell</p><p>Lvl 3 (2 slots): dispel magic</p><p></p><p><strong>Spell Swap 2/day</strong></p><p>When the envoy casts a spell, it can use a free action to instead cast any other spell it knows of the same level of its choice.</p><p></p><p><strong>Call Reinforcements</strong></p><p>While a Llanowar Elf envoy 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 1d4 Llanowar Elf Warriors that arrive within 1d6 rounds.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8993152, member: 6668634"] [SIZE=7][B]Llanowar Elf[/B][/SIZE] Llanowar elves are reclusive in their forests, not taking kindly to uninvited visitors, and rarely ever give invitation for outsiders to visit their sacred treetop homes. As the guardians of the Llanowar, the elves are trained to be tough, pernicious, watchful and careful. Working in turns, the border of the forest is guarded at all hours, and rarely are they alone, usually with reinforcements only moments away. These guardians are skilled with scimitars and trained in a few useful spells, with the ability to empower one per day for a killing strike. While Llanowar punishments are strict for invaders and trespassers, it is possible to parley with the border guards for safe passage, especially in the case of dignitaries and ambassadors seeking official business, but such persons allowed will always have a minimum of two guards per visitor. Even though Llanowar Elves may seem primitive, using ancient weapons and some magic, they are still dangerous, and some enclaves found on Coreline Earth and other planets, have even adopted biotechnology and genetic modifications to some warriors and trained animals and mounts. [B][SIZE=6]Llanowar Elf Warrior[/SIZE][/B] The typical Llanowar Elf Warrior is armed with a scimitar, light armour, trained in stealth to remain hidden until they strike and minor spellcasting. They patrol the forests vigilantly from trespassers, and are also used when the Llanowar Elves go to war. [B]Llanowar Elf Warrior[/B] Type: humanoid, elf Size: medium CR: 3 Hit Points: 6d8 (27) Mas: 11 Init: +2 Speed: 35 ft Defense: 14, touch 12, flatfoot 12 (10 +2 Dex +2 leather armour) BAB/Grp: +4 / +5 FS/Reach: 5 ft / 5 ft Attacks: scimitar +5 melee (1d6+2 slashing) and scimitar +0 melee (1d6+2 slashing), or +7 ranged Special Attacks: Special Qualities: Innate spellcasting, spellcharge, darkvision 60 ft, call reinforcements*, elf traits Allegiances: Llanowar Elves Saves: Fort +2, Reflex +7, Will +3 Reputation: +1 Abilities: Str 12, Dex 14, Con 11, Int 11, Wis 13, Cha 10 Skills: Climb +4, Hide +4, Knowledge: Arcane Lore +2, Knowledge: Earth and Life Sciences +2, Move Silently +6, Search +3, Spot +4 Feats: Armour Proficiency (light), Archaic weapons proficiency Possessions: leather armour, scimitar, rations Organization: Single, pairs, squad (4), or larger formations (5, 12, 24). [B]Combat[/B] Llanowar Elf warriors are usually found patrolling the borders of their forests, hiding within the trees. Using the Alarm spell to notify them of trespassers and allowing them to sneak up on them. They will use acid arrow as a first strike then close within melee and use their ensnaring strike to immobilize and continue injuring opponents. If suffers 50% casualties if in a group of 3 or more, can call for reinforcements. [B]Innate Spellcasting[/B] 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 1/day: Acid arrow [B]Spellcharge[/B] Once per 24 hours when the elf casts a spell, it can treat the spell as if it had the empowered metamagic feat, increasing numeric effects of the spell by 50%. [B]Call Reinforcements[/B] While a Llanowar Elf warrior 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 1d4 Llanowar Elf Warriors that arrive within 1d6 rounds. [B][SIZE=5]Acid Arrow[/SIZE][/B] 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. [B][SIZE=5]Alarm[/SIZE][/B] 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. [B][SIZE=5]Ensnaring Strike[/SIZE][/B] 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. [B][SIZE=6]Llanowar Scout[/SIZE][/B] The first line of defense against trespassers, Llanowar scouts are somehow even more distant and reclusive, often shunning the company of even other elves and scouts. Like envoys, every llanowar scout volunteered for the position they hold, choosing a life apart from their fellow elves. What drives them to this decision varies, from a naturally shy nature to a desire to hold even more tightly to the self-sustaining ideals of their ancestors. [B]Llanowar Scout[/B] Type: humanoid, elf Size: medium CR: 3 Hit Points: 6d8 (30) Mas: 15 Init: +3 Speed: 40 ft Defense: 15, touch 13, flatfoot 12 (+3 Dex +2 leather armour) BAB/Grp: +5 / +5 FS/Reach: 5 ft / 5 ft Attacks: Longbow +7 ranged (1d8+3 piecing, 150 ft) and longbow +2 ranged (1d8+2 piercing, 150 ft), or Dagger +4 melee (1d4+1 piercing or slashing) Special Attacks: Special Qualities: Innate spellcasting, darkvision 60 ft, call reinforcements*, elf traits Allegiances: Llanowar Elves Saves: Fort +4, Reflex +6, Will +4 Reputation: +1 Abilities: Str 11, Dex 16, Con 15, Int 10, Wis 15, Cha 9 Skills: Climb +4, Hide +2, Jump +4, Search +3, Spot +4, Survival +5 Feats: Armour Proficiency (light), Archaic weapons proficiency Possessions: leather armour, scimitar, rations Organization: Single, pairs, squad (4). [B]Combat[/B] Scouts prefer ranged combat, firing their bows multiple times from the treetops or hidden locations. If they need to remain hidden or retreat, they will cast fog cloud. [B]Innate Spellcasting[/B] The elf's innate spellcasting ability is Wisdom (spell DC 12). Can cast the following spells, requiring no verbal or material components. At will: alarm (4 hours), ensnaring strike 1/day: Acid arrow, fog cloud [B]Call Reinforcements[/B] While a Llanowar Elf scout 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 1d4 Llanowar Elf Warriors that arrive within 1d6+2 rounds. [B][SIZE=6]Llanowar Envoy[/SIZE][/B] Though the Llanowar elves rarely find themselves with the need to leave their forest home, even these reclusive elves have come to know the importance of maintaining relationships with their neighbors. Unfortunately, Llanowar elves aren't known for their friendliness, are hesitant to trust their intentions. The Llanowar have specially trained envoys to handle these particular situations, and establish stronger neighborly relations. Taken from a small pool of volunteers, these elves undergo training beyond that given to all Llanowar elves in adolescence, taught skills of persuasion and magic befitting their position. And to help prepare them for any situation that might occur outside of their safe homes, the envoys spend much of their rigorous training mastering a magical skill that allows them to convert raw magical energy into any number of basic spells. [B]Llanowar Envoy[/B] Type: humanoid, elf Size: medium CR: 4 Hit Points: 9d8 +18 (57) Mas: 11 Init: +2 Speed: 35 ft Defense: 14, touch 12, flatfoot 12 (10 +2 Dex +2 leather armour) BAB/Grp: +6/+1 / +6 FS/Reach: 5 ft / 5 ft Attacks: double blade +6 melee (1d8+2 slashing plus 1d4+2 slashing) and double blade +1 melee (1d8+2 slashing plus 1d4+2 slashing), or +8 ranged Special Attacks: Special Qualities: Innate spellcasting, spellcasting, darkvision 60 ft, call reinforcements*, elf traits, spell swap 2/day, Allegiances: Llanowar Elves Saves: Fort +7, Reflex +8, Will +6 Reputation: +2 Abilities: Str 11, Dex 15, Con 14, Int 10, Wis 16, Cha 16 Skills: Bluff +5, Concentration +4, Diplomacy +6, Gather Information +6, Search +3, Sense Motive +5, Spot +4, Survival +5 Feats: Armour Proficiency (light), Archaic weapons proficiency, Great Fortitude Possessions: leather armour, scimitar, rations Organization: Single, pairs, squad (4), or larger formations (5, 12, 24). [B]Combat[/B] Llanowar Elf envoys are not front line combatants, but are trained to defend themselves as diplomatic situations can breakdown quickly and become hostile. They are capable in melee combat, but will stay back to cast their spells to support their guards. [B]Innate Spellcasting[/B] 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 2/day: Acid arrow, fog cloud [B]Spellcasting[/B] Cantrips/Lvl 0 (at will): mending, message, vicious mockery Lvl 1 (4 slots): charm person, comprehend languages, dissonant whispers, heroism. Lvl 2 (3 slots): invisibility, locate object, 1 spell Lvl 3 (2 slots): dispel magic [B]Spell Swap 2/day[/B] When the envoy casts a spell, it can use a free action to instead cast any other spell it knows of the same level of its choice. [B]Call Reinforcements[/B] While a Llanowar Elf envoy 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 1d4 Llanowar Elf Warriors that arrive within 1d6 rounds. [/QUOTE]
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