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Catullus64
2021-08-20, 02:47 PM
Looking at JNAProductions' Tyranid statblocks got me in the mood to make some more Warhammer stuff. I thought I'd make some creatures from my personal favorite fantasy army, the Dark Elves.

Every creature below (except the mounts, Spite, Sulephet, and Seraphon) has the following features:

Murderous Prowess: When this creature rolls a 1 or 2 on the damage die of a melee weapon attack, it can re-roll the die and use either result.

Always Strikes First: This creature has advantage on initiative checks. It also has advantage on attack rolls against creatures that have not acted during the current combat.

Generic Creatures:

Medium Humanoid, Lawful Evil
AC: 16 (Light Armor, Shield)
HP: 11 (2d8+2)
Speed: 35 feet

STR 14 DEX 15 CON 12 INT 10 WIS 12 CHA 11

Skills: Perception +3
Senses: Darkvision 60 feet, Passive Perception 13
Languages: Common, Druhir

Actions:

Multiattack: The Dark Elf Warrior makes two attacks with his Repeater Crossbow. The second of these attacks has disadvantage.

Repeater Crossbow: Ranged Weapon Attack, +4 to hit, reach 80/320 feet, one target. Hit: 1d10+2 piercing damage.

Sword: Melee Weapon Attack, +4 to hit, reach 5 feet, one target. Hit: 1d8+2 slashing damage.


Medium Humanoid, Chaotic Evil
AC: 13
HP: 13 (2d8+4)
Speed: 35 feet

STR 11 DEX 16 CON 14 INT 10 WIS 13 CHA 12

Skills: Perception +3
Senses: Darkvision 60 feet, Passive Perception 13
Languages: Common, Druhir

Frenzy: While the Witch Elf has all of its Hit Points, it has advantage on saving throws against being Charmed or Frightened, and can make one sword attack on its turn as a bonus action.

Madness of Khaine: When an ally other than another Witch Elf, Shadowblade, or Crone Hellebron moves out of the Witch Elf's reach, the Witch Elf must succeed on a DC 12 Wisdom saving throw or use its reaction, if available, to make an Opportunity Attack against that creature.

Actions:

Multiattack: The Witch Elf makes one sword attack, and may then make one sword attack as a bonus action.

Sword: Melee Weapon Attack, +5 to hit, reach 5 feet, one creature. Hit: 1d6+3 slashing damage, plus 1d6 poison damage.


Medium Humanoid, Neutral Evil
AC: 15 (Studded Leather)
HP: 17 (3d8+3)
Speed: 35 feet

STR 13 DEX 16 CON 12 INT 13 WIS 14 CHA 9

Skills: Stealth +5, Survival +4, Perception +4
Senses: Darkvision 60 feet, Passive Perception 14
Languages: Common, Druhir

Stalker: The Shade can attempt to hide when lightly obscured. Additionally, if the Shade makes a ranged weapon attack while hidden, the Shade's position is not revealed until the end of his turn.

Actions:

Multiattack: The Shade makes two attacks with his Repeater Crossbow. The second of these attacks has disadvantage.

Repeater Crossbow: Ranged Weapon Attack, +5 to hit, reach 80/320 feet, one target. Hit: 1d10+3 piercing damage.

Sword: Melee Weapon Attack, +5 to hit, reach 5 feet, one target. Hit: 1d8+3 slashing damage.

Bonus Actions:

Vanish: The Shade takes the Hide action.

Medium Humanoid, Lawful Evil
AC: 18 (Plate)
HP: 26 (4d8+8)
Speed: 35 feet

STR 16 DEX 13 CON 14 INT 10 WIS 14 CHA 12

Skills: Perception +4, Intimidation +3
Senses: Darkvision 60 feet, Passive Perception 14
Condition Immunities: Frightened
Languages: Common, Druhir

Eternal Hatred: The Black Guard has advantage on melee weapon attack rolls against humanoids.

Actions:

Multiattack: The Black Guard makes two halberd attacks.

Halberd: Melee Weapon Attack, +5 to hit, reach 10 feet, one target. Hit: 1d10+3 slashing damage.



Medium Humanoid, Neutral Evil
AC: 18 (Plate)
HP: 26 (4d8+8)

STR 16 DEX 14 CON 15 INT 12 WIS 13 CHA 10

Skills: Perception +3, Intimidation +2
Senses: Darkvision 60 feet, Passive Perception 13
Languages: Common, Druhir

Improved Critical: The Har Ganeth Executioner's melee weapon attacks score a critical hit on a die roll of 19 or 20.

Killing Blow: When the Har Ganeth Executioner scores a critical hit with a melee weapon attack against a creature that is Large or smaller, that creature must make a DC 13 Constitution saving throw. On a success, the creature takes normal damage from the attack. On a failure, the creature is instead reduced to 0 HP.

Actions:

Draich: Melee Weapon Attack, +5 to hit, Reach 5 feet, one target. Hit: 2d6+3 slashing damage.


Medium Humanoid, Chaotic Evil
AC: 15
HP: 26 (4d8+8)
Speed: 35 feet

STR 15 DEX 16 CON 15 INT 10 WIS 13 CHA 12

Skills: Perception +3, Acrobatics +5
Senses: Darkvision 60 feet, Passive Perception 13
Languages: Common, Druhir

Dance of Death: The Sister of Slaughter can take two reactions per round.

Trial of Blades: The Sister of Slaughter has advantage on melee weapon attack rolls against any creature with higher Strength, Dexterity, or Constitution.

Actions:

Multiattack: The Sister of Slaughter makes two attacks with her Battle Whip.

Battle Whip: Melee Weapon Attack, +5 to hit, reach 10 feet, one target. Hit: 1d6+3 piercing damage. Targets gain no AC bonus from shields against this attack.

Reactions:

Parry: The Sister of Slaughter adds 2 to her AC against a melee attack that would hit her. To do so, the Sister of Slaughter must see the attacker and be wielding a melee weapon.



Medium Humanoid, Neutral Evil
AC: 13 (17 with Prey of the Dark Prince)
HP: 22 (4d8+4)
Speed: 35 feet

STR 12 DEX 16 CON 13 INT 15 WIS 12 CHA 16

Saving Throws (With Prey of the Dark Prince): Strength +5, Dexterity +7, Constitution +5, Intelligence +6, Wisdom +5, Charisma +7
Skills: Perception +3, Arcana +4, Animal Handling +3
Senses: Darkvision 60 feet, Passive Perception 13
Languages: Common, Druhir

Prey of the Dark Prince: The Doomfire Warlock has a +4 bonus to Armor Class and Saving throws. It does not gain this bonus against Fiends.

Innate Spellcasting: The Doomfire Warlock can cast Guiding Bolt and Bane once per day each, both at 1st level. Charisma is its spellcasting ability (Save DC 13, +5 to hit with spell attacks).

Cursed Coven: For every other Doomfire Warlock within sight, the Doomfire Warlock gains a +1 bonus to the Save DC and Spell Attack bonus of its Innate Spellcasting trait, to a maximum bonus of +4. Furthermore, for every other Doomfire Warlock it can see, its spells are cast as if with a spell slot of 1 level higher, to a maximum of 5th.

Actions:

Multiattack: The Doomfire Warlock makes two sword attacks.

Sword: Melee Weapon Attack, +5 to hit, Reach 5 feet, one creature. Hit: 1d6+3 slashing damage, plus 1d6 poison damage.


Special Characters:

Medium Humanoid, Lawful Evil
AC: 18 (Sea Dragon Cloak, Helm of the Kraken)
HP: 65 (10d8+20)
Speed: 40 feet

STR 14 DEX 18 CON 15 INT 13 WIS 14 CHA 16

Saving Throws: Dexterity +7, Strength +5
Skills: Acrobatics +7, Perception +5, Intimidation +6, Athletics +5
Senses: Darkvision 60 feet, Passive Perception 15
Condition Immunities: Frightened
Languages: Common, Eldarin, Druhir, Saurian

Dread Slaver: When Lokhir Fellheart reduces a creature to 0 HP, all allies of that creature must succeed on a DC 14 Wisdom saving throw, or be Frightened of Lokhir Fellheart until the start of his next turn.

Daring Leap: When Lokhir Fellheart makes a melee weapon attack against a creature, that creature cannot make Opportunity Attacks against him until the end of his turn.

Frightful Presence: When an enemy creature moves within 5 feet of Lokhir Fellheart for the first time on its turn, or starts its turn there, it must succeed on a DC 14 Wisdom saving throw or be Frightened of him until the start of its next turn.

Helm of the Kraken: While wearing the Helm of the Kraken, Lokhir Fellheart has a +2 bonus to AC, and regains 10 Hit Points at the start of each of his turns. He does not regain these Hit Points if he has taken fire damage since the end of his last turn.

Actions:

Multiattack: Lokhir Fellheart makes three attacks with his Red Blades.

Red Blades: Melee Weapon Attack, +9 to hit, reach 5 feet, one creature. Hit: 1d8+6 slashing damage. This is magical damage.

Reactions:

Parry: Lokhir Fellheart adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.


Medium Humanoid, Neutral Evil
AC: 17 (Studded Leather)
HP: 44 (8d8+8)
Speed: 45 feet

STR 12 DEX 20 CON 13 INT 14 WIS 16 CHA 18

Saving Throws: Dexterity +8, Intelligence +5
Skills: Deception +10, Performance +10, Stealth +11, Perception +9, Insight +6, Acrobatics +8
Senses: Darkvision 60 feet, Passive Perception 19
Languages: Common, Druhir, Eldarin, Common, 1 Other Language

Master of Disguise: It takes only 1 minute for Shadowblade to disguise himself, and he has advantage on all Charisma checks he makes to pass himself off as a different creature.

Mimicry: Shadowblade can flawlessly mimic the sounds or speech of a creature he has heard speak or make noise for at least 1 minute. A successful Wisdom (Insight) check contested by Shadowblade's Charisma (Deception) check determines that it is an imitation.

A Killer, Not a Leader: Other creatures can never treat Shadowblade as an ally for the purposes of their game features that specify an ally or friendly creature.

Heart of Woe: When Shadowblade dies, all creatures within 20 feet must make a DC 15 Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much on a success.

Actions:

Multiattack: Shadowblade makes three attacks with his swords or his throwing knives.

Sword: Melee weapon attack, +8 to hit, reach 5 feet, one target. Hit: 1d6+5 slashing damage plus 1d6 poison damage.

Throwing Knife: Ranged weapon attack, +8 to hit, reach 20/60 feet, one target. Hit: 1d4+5 piercing damage plus 1d6 poison damage.

Bonus Actions:

Potion of Diabolic Strength: Shadowblade may drink this potion once per day. Until the end of his current turn, Shadowblade has advantage on melee attack rolls, and all of his melee weapon attacks are critical hits.

Apply Poison: Shadowblade applies one of his three special poisons to a throwing knife or sword. He carries six throwing knives and two swords, and the same weapon can have only one special poison applied to it at a time. Once applied to a weapon, the poison lasts for 1 minute or until Shadowblade hits a creature with that weapon.

Dark Venom: A creature hit by an attack with this poison must succeed on a DC 16 Constitution saving throw or drop to 0 HP.
Manbane: A creature hit by an attack with this poison suffers an additional 6d6 poison damage from the attack.
Black Lotus: A creature hit by an attack with this poison must make a DC 16 Wisdom saving throw. On a failure, the creature is Frightened for 1 minute; the object of its fear is always the nearest creature it can see.


Reactions:

Dance of Doom: When Shadowblade is damaged by an enemy he can see, he can use his reaction to halve that damage.



Medium Humanoid, Neutral Evil
AC: 20 (Sea Dragon Cloak, Plate)
HP: 91 (14d8+28)
Speed: 35 feet

STR 18 DEX 12 CON 15 INT 14 WIS 10 CHA 15

Saving Throws: Wisdom +3, Charisma +5
Skills: Animal Handling +3, Perception +3, Intimidation +5
Senses: Darkvision 60 feet, Passive Perception 13

Eternal Hatred: Malus Darkblade has advantage on melee weapon attacks against humanoids.

Cold One Master: When mounted on his Cold One, Spite, both Malus and Spite have advantage on Strength and Dexterity saving throws. Malus can force any attack directed at Spite to target him instead.

Actions:

Multiattack: Malus Darkblade makes four attacks with the Warpsword of Khaine.

Warpsword of Khaine: Melee weapon attack, +8 to hit (+11 as T'zarkan), reach 5 feet, one creature. When attacking a creature wearing armor or wielding a shield, treat that creature's Armor Class as if it were wearing no armor or shield instead. Hit: 2d6+5 slashing damage, or 2d6+8 as T'zarkan.

Bonus Actions:

T'zarkan: As a bonus action, Malus can unleash the demon bound inside him. While the Demon is unleashed, Malus' Strength and Constitution scores become 22 (this increases his current Hit Points by 56, and increases his Hit Point Maximum to 147) and he becomes immune to psychic damage, and to the Charmed and Frightened conditions. However, while possessed by T'zarkan, Malus cannot distinguish friend from foe, and will regard all creatures (except Spite) as hostile. This possession lasts for 10 minutes, or until he is knocked unconscious or killed. He cannot voluntarily end the possession once it has begun.

Spite
Large Beast, Unaligned
AC: 16 (Natural Armor)
Hit Points: 51 (6d10+18)
Speed: 50 feet

STR 18 DEX 15 CON 16 INT 8 WIS 14 CHA 6

Skills: Athletics +6
Senses: Passive Perception 12, Blindsight 10 feet
Damage Resistances: Piercing, Slashing
Languages: Understands Druhir but cannot speak

Not Just a Dumb Brute: Spite can take the Attack action even when being ridden as a mount.

Pounce: If Spite moves at least 20 feet towards a creature and then hits it with a Claw attack on the same turn, that creature must succeed on a DC 14 Strength saving throw or be knocked prone. If he succeeds in knocking a creature prone, Spite may then make a Bite attack against that creature as a bonus action.

Actions:

Claw: Melee weapon attack, +6 to hit, reach 5 feet, one creature. Hit: 1d8+4 slashing damage.

Bite: Melee weapon attack, +6 to hit, reach 5 feet, one creature. Hit: 1d10+4 piercing damage.



Medium Humanoid, Chaotic Evil
AC: 16
HP: 90
Speed: 35 feet

STR 16 DEX 22 CON 16 INT 14 WIS 13 CHA 17

Saving Throws: Dexterity +10, Constitution +7
Skills: Religion +6, Intimidation +7, Perception +5
Senses: Darkvision 60 feet, Passive Perception 15
Languages: Common, Druhir, Eldarin

Frenzy: While Crone Hellebron has more than half of her Hit Points, she has advantage on saving throws against being Charmed or Frightened, and can make one melee weapon attack on her turn as a bonus action.

Rune of Khaine: At the start of each of Hellebron's turns, roll 1d4. She can make that many additional weapon attacks when she takes the Multiattack action that turn.

Amulet of Dark Fire: Hellebron has advantage on saving throws against spells, and resistance to the damage of spells.

Actions:

Multiattack: Hellebron uses Cry of War and makes two attacks, one with the Deathsword and one with the Cursed Blade.

Cry of War: All creatures within 60 feet who can hear Hellebron must succeed on a DC 15 Wisdom saving throw or be frightened of her until the start of her next turn. A creature within 5 feet of Crone Hellebron has disadvantage on this saving throw. A creature that succeeds on this saving throw is immune to this effect for 24 hours.

Deathsword: Melee weapon attack, +10 to hit, reach 5 feet, one creature. Hit: 1d8+6 slashing damage, plus 2d8 necrotic damage.

Cursed Blade: Melee weapon attack, +10 to hit, reach 5 feet, one creature. Hit: 1d6+6 piercing damage, plus 2d6 necrotic damage.

Bonus Actions:

Witchbrew: One allied creature that Hellebron can see within 30 feet can use its reaction (if available) to move up to half its speed and make one melee weapon attack.

Reactions:

The Cursed Blade: When a creature misses Hellebron with a melee weapon attack, she may use her reaction to make two attacks with the Cursed Blade against that creature.



Medium Humanoid (?), Chaotic Evil
AC: 12
HP: 91 (14d8+28)
Speed: 35 feet

STR 14 DEX 15 CON 14 INT 22 WIS 16 CHA 19

Saving Throws: Wisdom +7, Charisma +8, Intelligence +10
Skills: Perception +7, Deception +12, Persuasion +12, Insight +7, Arcana +10
Senses: Darkvision 60 feet, Passive Perception 13
Languages: Eldarin, Druhir, Common

Enchanting Beauty: The first time on its turn that a creature targets Morathi with an attack, the creature must make a DC 16 Wisdom saving throw. On a failure, the attack automatically misses, and that creature is Charmed by Morathi until the end of its turn.

Hekarti's Blessing: Once per turn, Morathi may cause one creature that she damages with a spell to take additional damage from the spell equal to her Intelligence modifier (+6).

The First Sorceress: All of Morathi's spells count as 8th Level for the purposes of the spells Counterspell and Dispel Magic, both those cast be her and by other spellcasters.

Spellcasting: Morathi is a 16th-level spellcaster. Intelligence is her spellcasting ability (Save DC 19, +11 to hit with spell attacks). She knows the following spells:

Cantrips: Minor Illusion, Mind Spike, Toll the Dead, Eldritch Blast, Prestidigitation, Friends
1st Level Spells (4 Slots): Guiding Bolt, Charm Person, Ray of Sickness, Sleep
2nd Level Spells (3 Slots): Darkness, Mirror Image
3rd Level Spells (3 Slots): Lightning Bolt, Counterspell, Major Image
4th Level Spells (3 Slots): Black Tentacles, Summon Greater Demon
5th Level Spells (2 Slots): Scrying, Cloudkill
6th Level Spells (1 Slot): Circle of Death
7th Level Spells (1 Slot): Finger of Death
8th Level Spells (1 Slot): Feeblemind

Actions:

Multiattack: Morathi makes two attacks with Heartrender or the Darksword.

Heartrender: Melee weapon attack, +7 to hit, reach 10 feet, one creature. Hit: 1d10+2 piercing damage, or 3d10+2 piercing damage if Morathi moved up to 20 feet before making the attack.

The Darksword: Melee weapon attack, +7 to hit, reach 5 feet, one creature. Hit: 1d8+2 slashing damage, and the target must make a DC 16 Constitution saving throw. On a failed save, its Strength, Dexterity, or Constitution score (Morathi's choice) is reduced by 2 until it finishes a long rest. Each of the creature's ability scores can only be reduced once by this weapon until that finishes a long rest.

Reactions:

A Thousand & One Dark Blessings: When Morathi takes damage, she can use her reaction to gain resistance to that type of damage, including the triggering instance, until the end of her turn.


Sulephet
Large Monstrosity, Neutral Evil
AC: 12
HP: 59 (7d10+21)
Speed: 60 feet, Fly 80 feet

STR 18 DEX 15 CON 16 INT 10 WIS 15 CHA 13

Saving Throws: Dexterity +4, Wisdom +4, Charisma +3
Skills: Perception +6
Senses: Darkvision 120 feet, Passive Perception 16
Languages: Understands Common and Druhir but cannot speak

Impale Attack: After taking the Dash or Disengage action, Sulephet can make one Horn attack as a bonus action.

Hooves: Melee weapon attack, +6 to hit, reach 5 feet, one creature. Hit: 2d6+4 bludgeoning damage.

Horn: Melee weapon attack, +6 to hit, reach 5 feet, one creature. Hit: 1d8+4 piercing damage, plus 3d8 piercing damage if Sulephet moved at least 20 feet in a straight line before making the attack.



Medium Humanoid, Lawful Evil
AC: 22 (Armor of Midnight, Supreme Spellshield)
HP: 120 (16d8 + 48)
Speed: 35 feet

STR 20 DEX 16 CON 17 INT 20 WIS 17 CHA 18

Saving Throws: Wisdom +8, Charisma +9, Constitution +8
Skills: Intimidation +14, Insight +8, Perception +8, Arcana +10, History +10
Senses: Darkvision 60 feet, Passive Perception 18
Damage Immunities: Bludgeoning, Piercing, and slashing from nonmagical attacks.
Damage Resistances: Bludgeoning, piercing, slashing
Languages: Common, Eltharin, Druhir, Khazalid

Absolute Power: All Dark Elves within 60 feet of Malekith who can see him can add 1d4 to each attack roll or saving throw they make. This feature does not function if Malekith is incapactiated.

Hekarti's Blessing: Once per turn, Malekith may cause one creature that she damages with a spell to take additional damage from the spell equal to his Intelligence modifier (+5).

Eternal Hatred: Malekith has advantage on melee weapon attack rolls against humanoids.

Armor of Midnight: This armor grants Malekith a +1 bonus to AC, immunity to nonmagical bludgeoning, piercing, and slashing damage, and reistance to bludgeoning, piercing, and slashing damage (included in his statblock). Furthermore, once per long rest, when Malekith suffers damage that would reduce him to 0 HP, he suffers no damage instead.

Supreme Spellshield: This shield grants Malekith a +1 bonus to AC (included in his statblock), and advantage on saving throws against magic. If Malekith succeeds on a saving throw against a spell, the caster immediately suffers 4d6 psychic damage.

Spellcasting: Malekith is a 16th-level spellcaster. Intelligence is his spellcasting ability (Save DC 18, +10 to hit with spell attacks). He knows the following spells:

Cantrips: Eldritch Blast, Prestidigitation, Frostbite, Resistance
1st Level (4 Slots): Absorb Elements, Shield, Hex, Wrathful Smite
2nd Level (3 Slots): Augury, Hold Person, Silence
3rd Level (3 Slots): Counterspell, Fear, Spirit Guardians
4th Level (3 Slots): Death Ward, Dimension Door
5th Level (2 Slots): Destructive Wave, Circle of Power
6th Level (1 Slot): Contingency
7th Level (1 Slot): Fire Storm
8th Level (1 Slot): Antimagic Field

Actions:

Multiattack: Malekith makes four attacks with Destroyer.

Destroyer: Melee weapon attack, +12 to hit, reach 5 feet, one creature. Hit: 2d6+7 slashing damage, and the target must succeed on a DC 13 Charisma saving throw. On a failed save, if the target is wearing or carrying any magic items, one of them is destroyed at random.

Bonus Actions:

Circlet of Iron (3/Long Rest): If Malekith casts a spell this turn that involves one or more attack rolls, those attack rolls are made with advantage. If he casts a spell that forces a saving throw, all saving throws against that spell have disadvantage.


Seraphon
Huge Dragon, Chaotic Evil
AC: 20 (Natural Armor)
HP: 184 (16d12+80)
Speed: 40 feet, Fly 80 feet

STR 23 DE 14 CON 20 INT 14 WIS 13 CHA 17

Saving Throws: Dexterity +6, Constitution +9, Wisdom +5, Charisma +7
Skills: Perception +9
Senses: Darkvision 120 feet, Blindsight 60 feet, Passive Perception 19
Damage Immunities: Poison
Condition Immunities: Poisoned
Languages: Common, Druhir

Kingly Mount: While mounted on Seraphon, Malekith's Absolute Power feature has its range doubled to 120 feet.

Actions:

Multiattack: Seraphon uses his Frightful Presence. He then makes four attacks; two with his bite and two with his claws.

Frightful Presence: Each creature of Seraphon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Seraphon's Frightful Presence for the next 24 hours.

Bite: Melee weapon attack, +10 to hit, reach 10 feet, one creature. Hit: 2d10+6 piercing damage plus 1d8 poison damage.

Claw: Melee weapon attack, +10 to hit, reach 5 feet, one creature. Hit: 2d6+6 slashing damage.

Noxious Breath (Recharge 6): Seraphon exhales poisonous fumes in a 60-foot cone. All creatures within that area must make a DC 17 Constitution saving throw, taking 16d6 poison damage on a failed save or half as much on a success. A creature that fails this save is also poisoned until the end of its next turn.