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>## Melf
>*22nd-level Medium Humanoid (Elf), Typicallyneutral good*
>___
>- **Armor Class** 16 (*elven chain*, *+1 shield*)
>- **Hit Points** 120 (16d8 + 48)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|18 (+4)|17 (+3)|19 (+4)|12 (+1)|9 (-1)|
>___
>- **Saving Throws** Con +9, Cha +5
>- **Senses** darkvision 60 ft., passive Perception 11
>- **Languages** Common, Elvish
>- **Challenge** 9 (5,000 XP)
>- **Proficiency Bonus** +4
>___
>***Special Equipment.*** Melf wears a Cloak of Elvenkind that grants advantage on
Dexterity (Stealth) checks made to hide and imposes disadvantage on Wisdom
(Perception) checks made to see him, as the cloak changes colour to camouflage
with its surroundings.   
>
>***Fey Ancestry.*** Melf has advantage on saving throws against being charmed,
and magic can't put him to sleep.   
>
>***Spellcasting.*** Melf is an 11th-level spellcaster. His spellcasting ability is
Intelligence (spell save DC 22, +14 to hit with spell attacks). Melf has the following
wizard spells prepared:   
>
>At will: *mordenkainen's private sanctum*, *longstrider*, *minor illusion*,
*prestidigitation*, *identify*   
>1/day each: *arcane gate*, *fly*, *confusion*, *melf's acid arrow*, *melf's minute
meteors*, *major image*, *true seeing*   
>
>### Actions
>***Multiattack.*** Melf makes three spear attacks. He can replace one attack with a
use of Spellcasting.   
>
>***Spear.*** *Melee    or Ranged Weapon Attack:* +8 to hit, reach 5 ft. or range
30/120, one target. *Hit:* 7 (1d6 + 3) piercing damage plus 26 (4d12) radiant
damage. Hit or Miss: The spear magically returns to Melf's hand immediately after a
ranged attack.   
>
>### Bonus Actions
>***Misty Step (1/day).*** Melf can teleport up to 30 feet to an unoccupied space he
can see.

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