{"name":"Fenryn Galondel","race":"Elf","profession":"Ranger","cr":"3","size":"Medium","languages":"Elvish, Common, Undercommon","alignment":"Chaotic Good","description":"I am exceedingly loyal to those who embody goodness and justice.","ideals":"","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\u2019t 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","ac":"13","hitpoints":"24","strength":"12","dexterity":"17","constitution":"12","intelligence":"12","wisdom":"14","charisma":"6","movement":"35","fly":"","burrow":"","hover":"","swim":"","climb":"","senses":"darkvision 60 ft., passive Perception 14","skills":"Athletics +4, Insight +5, Investigation +7, Perception +8, Stealth +9, Survival +4","savingthrows":"Strength +4, Dexterity +6","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"Spell save DC = 8 + proficiency + WIS mod\r\nSpell attack = proficiency + WIS mod\r\n\r\n1st: ensnaring strike, hail of thorns, hunter's mark, jump\/disguise self\r\n2nd: pass without trace, spike growth\r\n3rd: daylight, lightning arrow\r\n4th: grasping vine\r\n5th: swift quiver","atwill":"","onceperday":"","twiceperday":"","thriceperday":"Ensnaring Strike, Hail of Thorns, Hunter's Mask, Disguise Self","specialabilities":"[h3]Darkvision[\/h3]\r\n[i]Racial: Elf[\/i]\r\nAccustomed 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.\r\n\r\n[h3]Fey Ancestry[\/h3]\r\n[i]Racial: Elf[\/i]\r\nYou have advantage on saving throws against being charmed, and magic can't put you to sleep.\r\n\r\n[h3]Mask of the Wild[\/h3]\r\n[i]Racial: Wood Elf[\/i]\r\nYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\r\n\r\n[h3]Primeval Awareness[\/h3]\r\n[i]Class: Ranger, 3rd Level[\/i]\r\nYou 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\u2019t reveal the creatures\u2019 locations or number.\r\n\r\n[h3]Favored Enemy[\/h3]\r\n[i]Class: Ranger[\/i]\r\nAdvantage 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.\r\nYou choose 1 additional favored enemy, as well as an associated language, at 6th and 14th level.\r\n\r\n[h3]Fleet of Foot[\/h3]\r\n[i]Racial: Wood Elf[\/i]\r\nYour base walking speed increases to 35 feet.\r\n\r\n[h3]Keen Senses[\/h3]\r\n[i]Racial: Elf[\/i]\r\nYou have proficiency in the Perception skill.\r\n\r\n[h3]Natural Explorer[\/h3]\r\n[i]Class: Ranger[\/i]\r\nYou 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.\r\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\r\n- Difficult terrain doesn't slow your group's travel.\r\n- Your group can't become lost except by magical means.\r\n- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\n- If you are traveling alone, you can move stealthily at a normal pace.\r\n- When you forage, you find twice as much food as you normally would.\r\n- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\r\n\r\nYou choose additional favored terrain types at 6th and 10th level.\r\n\r\n[h3]Dread Ambusher[\/h3]\r\n[i]Class: Ranger (Gloomstalker, 3rd Level)[\/i]\r\nBonus to initiative rolls equal to Wisdom modifier.\r\nAt 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.\r\n\r\n[h3]Umbral Sight[\/h3]\r\n[i]Class: Ranger (Gloomstalker, 3rd Level)[\/i]\r\nAt 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.\r\nYou 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.","actions":"","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"on","templateId":"22","blockId":"271899","world":"4e40a220-b8ab-414f-be17-786efd7c830d","folder":""}