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Archer Spirit

Archer Spirit

Medium aberration, chaotic neutral

A old sharpshooter, brought back from the spirit realm, to fight once more.

Armor Class 15 (-1 Studded Leather)
Hit Points 41 (5d8+10)
Speed 30 ft.
STR
8
(-1)
DEX
18
(+4)
CON
14
(+2)
INT
12
(+1)
WIS
16
(+3)
CHA
10
(+0)
Saving Throws Dex+7 Wis+6
Skills Perception+6 Stealth+7
Damage Resistances Nonmagical Physical
Damage Immunities Necrotic
Condition Immunities Charm, Paralyze
Senses passive Perception 15
Languages Common
Challenge 5 (1,800 XP)

Spellcasting. The Archer Spirit is a 4-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It casts from the Ranger spell list

Cantrips (at will): Acid Splash, Chill Touch

1st level (4 slots): Hunter’s Mark, Hail of Thorns

2nd level (3 slots): Invisibility, Melf’s Acid Arrow, Misty Step

Keen Sight. The Archer Spirit has advantage on Wisdom (Perception) checks that rely on sight.

Sunlight Sensitivity. While in sunlight, the Archer Spirit has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Magic Weapons. The Archer Spirit's weapon attacks are magical.

Evasion. If the Archer Spirit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the {name} instead takes no damage on a successful save and half damage on a failed one.

Illumination. The Archer Spirit sheds bright light in a 5 foot radius and dim light for an additional 5 feet.

Nimble Escape. The Archer Spirit can take the Disengage or Hide action as a bonus action on each of its turns.

Unusual Nature. The Archer Spirit doesn't require [sleep, air, or food].

Actions

Shadow Step. The Archer Spirit can take a bonus action to magically teleport to an unoccupied space it can see within 20 feet of dim light or darkness.

Frightful Presence. Each creature of the {name}'s choice within 10 feet and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Weapon Attack. Ranged Weapon Attack: +7 to hit, range 150 ft., one target. Hit: 14 1d10 Pierce+ 2d6 Necrotic damage.

Reactions

Uncanny Dodge. When an attacker the Archer Spirit can see hits it with an attack, the {name} halves the damage taken from the attack. To do so, the {name} must be able to see the attacker.