Remove these ads. Join the Worldbuilders Guild

Fenryn Galondel

Medium Elf Ranger , Chaotic Good

Armor Class 13
Hit Points 24
Speed 35ft

STR
12 +1
DEX
17 +3
CON
12 +1
INT
12 +1
WIS
14 +2
CHA
6 -2

Saving Throws Strength +4, Dexterity +6
Skills Athletics +4, Insight +5, Investigation +7, Perception +8, Stealth +9, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Elvish, Common, Undercommon
Challenge 3


Description

I am exceedingly loyal to those who embody goodness and justice.

Bonds

I lost my best friends when our noble company was taken hostage by Drow and dragged into the Underdark. They sacrificed themselves to aid my escape and survival, but I still don’t know for sure what became of them, and their bodies were not where I left them. So I continue to delve into the Underdark to track down the elusive Drow and find out.

Flaws

I can be obsessive, almost ruthless, in pursuing my concept of justice.

Suggested Environments

check stats vs drow elite


Spell save DC = 8 + proficiency + WIS mod Spell attack = proficiency + WIS mod   1st: ensnaring strike, hail of thorns, hunter's mark, jump/disguise self 2nd: pass without trace, spike growth 3rd: daylight, lightning arrow 4th: grasping vine 5th: swift quiver

3/day: Ensnaring Strike, Hail of Thorns, Hunter's Mask, Disguise Self


Darkvision

Racial: Elf Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.  

Fey Ancestry

Racial: Elf You have advantage on saving throws against being charmed, and magic can't put you to sleep.  

Mask of the Wild

Racial: Wood Elf You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.  

Primeval Awareness

Class: Ranger, 3rd Level You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following creatures are present within 1 mile of you (6 miles in favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ locations or number.  

Favored Enemy

Class: Ranger Advantage on Wisdom (Survival) checks to track Drow, as well as Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemy. You choose 1 additional favored enemy, as well as an associated language, at 6th and 14th level.  

Fleet of Foot

Racial: Wood Elf Your base walking speed increases to 35 feet.  

Keen Senses

Racial: Elf You have proficiency in the Perception skill.  

Natural Explorer

Class: Ranger You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to this favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You choose additional favored terrain types at 6th and 10th level.  

    Dread Ambusher

    Class: Ranger (Gloomstalker, 3rd Level) Bonus to initiative rolls equal to Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. IF that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.  

    Umbral Sight

    Class: Ranger (Gloomstalker, 3rd Level) At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, it's range increases by 30 feet. You are also adept at evading creatures that rely on dark vision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.



     

    Created by

    Lucere.

    Statblock Type

    NPC

    Link/Embed