Black Elf Mercenary
Black Elf Mercenary
Medium Black Elf, Fighter, Lawful Evil
STR
15
( +2 )
DEX
16
( +3 )
CON
14
( +2 )
INT
14
( +2 )
WIS
14
( +2 )
CHA
13
( +1 )
Description
Black Elf Mercenaries are found in many European countries and the Underdark. They are a regular sight in these environments especially fighting alongside other Elvish warriors. A few others such as hard-pressed Dwarven & Deep Gnome communities use their services, along with a few more nefarious individuals who prefer hired fighters who ask no questions nor have any qualms about carrying out 'darker' acts of violence. The Black Elf mercenaries work closely with their own masters in gathering information about other nations & species they interact with. They will not hire themselves out to those who worship dark gods that would enslave the Elvish species. In a few instances they have, they do it only to garner information and set them up for possible assassination or for further information gathering. Most mercenary companies will have at least one assassin and/or spellcaster attached in some capacity to bolster their effectiveness using magic items to correspond with them.
Ideals
The job is all important
Bonds
The company is all that is needed
Flaws
Most mercenaries are weak compared us
Suggested Environments
Europe & the Underdark.
Fey Ancestry. The mercenaries cannot be put to sleep and get advantage against charm spells & magical effects. They only need to rest for 4 hours for a long rest and mediate during this period remaining conscious. Sunlight Sensitivity. When in direct sunlight, they have disadvantage on Wisdom (Perception) checks that rely on sight, along with weapon attacks. Drow Magic. They know the Dancing Lights cantrip, and can cast the Faerie Fire spell once a day requiring a long rest to regain it's use. Black Elf Weapon Training. They have proficiency rapiers, shortswords and hand crossbows. Fighter Training. They have Critical Rolls to hit in combat on Nat rolls of 19 & 20.
Actions
Multiattack. The mercenaries make two attacks with either their spears or rapiers. Spear. Melee Weapon Attack +4 to hit, reach 5ft or range 20 to 60 ft, one target. Hit 5 1d6+2 piercing damage, or Hit 7 1d8+2 piercing damage if used two handed. Rapier. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 7 1d8+2 piercing damage.
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