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Alagarthas (5e)

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Alagarthas (Individual) [1]

Lineage: Wood Elf
Gender: Male
Class: Fighter
CR: 3 (700)
Alignment: Chaotic Good
Affiliations: Greyhawk Mummers, Endelyn Moongrave


Unofficial Summary: Alagarthas is an elf prince and knight from Toril. While defending against a green dragon attack on his kingdom, he was approached by Endelyn Moongrave who promised to give the prince a means of defeating the dragon in exchange for him spending at least a year in the Feywild.

An elf prince named Alagarthas made a bargain with Endelyn and now finds himself trapped in Yon. He’s at the Fey Beacons, searching for a way home.

An elf prince named Alagarthas is doomed to light fires atop these pinnacles of rock until he finds a way back home. The path back home is visible “only in the light of the eight beacons.” These Fey Beacons must all be lit, but a group of perytons keep extinguishing the beacons.

Alagarthas (Individual) (NPC) [1] [2] [3]
Medium Humanoid (Elves, Wood Elves, Knights), Chaotic Good
Armor Class: 10
Hit Points: 52 (8d8+16)
Speed: 35 ft.
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Saving Throws: Str +4, Wis +2
Skills: Perception +2
Senses: Darkvision 60 ft., passive Perception 10
Languages: Common, Elven
Habitat: Urban
Challenge: 3 (700 xp)Proficiency Bonus (PB): +2

Features

Brave. The knight has advantage on saving throws against being frightened.

Fey Ancestry. [4] The bard has advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. [4] Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the bard gains the same benefit that a human does from 8 hours of sleep. 

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+1) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a y). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. 

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.


Found in AdventuresEdit


Related ArticlesEdit

Sources and NotesEdit

  1. 1.0 1.1 Stacey Allan, Will Doyle, Ari Levitch, Christopher Perkins (21 September 2021). The Wild Beyond the Witchlight. (5e 2014) Wizards of the Coast. ISBN 0786967277. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Alagarthas true form is that of a Knight NPC from the SRD5, licensed: OGL & CC-BY (modified by text and Wood Elf Template.
  3. habitat (Knight) - Dungeon Master's Guide (5e) p.302-305
  4. 4.0 4.1 from Wood Elf Template

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