Medium humanoid (wizard), Any alignment
| Armor Class | 16 (elven chain) |
|---|---|
| Hit Points | 103 (23d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 10 (+0) | 21 (+5) | 18 (+4) | 18 (+4) |
| Saving Throws | Cha +7, Int +8, Wis +7 |
|---|---|
| Skills | Arcana +8, Deception +7, Insight +7, Persuasion +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | Celestial, Common, Draconic, Elvish |
| Challenge | 8 |
The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can't put it to sleep.
The elf wears a suit of elven chain.
The elf doesn't require sleep.
The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 10 (3d6) radiant damage.
A magical beam of radiance flashes out from the elf's hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.
The elf casts one of the following spells, using Intelligence as the spellcasting ability:
1 each/day: fly, mislead, sending