Wednesday, June 18, 2025

Moquendi Elves

Moquendi Elves


 Tier 1 (Levels 1-4) Moquendi Elves


Moquendi Elf Warrior  
CR 1/4) Medium humanoid (Elf), neutral good Armor Class 15 (chain shirt) Hit Points 13 (3d8) Speed 30 ft.

 STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 11 (+0) WIS 11 (+0) CHA 12 (+1) 

Skills Perception +2, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 1/4 (50 XP) 

Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep. 

Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Moquendi Elf Scout 

CR 1 Medium humanoid (Elf), any alignment Armor Class 12 Hit Points 27 (6d8) Speed 30 ft. 

STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3) 

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses darkvision 60 ft., passive Perception 16 Languages Common, Elvish, plus any one additional language Challenge 1 (200 XP) 

Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep. 

Cunning Action. On each of its turns, the Moquendi Elf can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The Moquendi Elf deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Moquendi Elf that isn't incapacitated and the Moquendi Elf doesn't have disadvantage on the attack roll. 

Actions Multiattack. The Moquendi Elf makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Moquendi Elf Berserker

 CR 2 Medium humanoid (Elf), any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) 

Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1) 

Senses darkvision 60 ft., passive Perception 10 Languages Common, Elvish Challenge 2 (450 XP) Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep. 

Reckless. At the start of its turn, the Moquendi Elf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. 

Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.


Moquendi Elf Priest 

 CR 2 Medium humanoid (Elf), any alignment Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 30 ft.

 STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1) 

Skills Medicine +7, Persuasion +3, Religion +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, plus any one additional language Challenge 2 (450 XP) 

Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep. 

Divine Eminence. As a bonus action, the Moquendi Elf can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the Moquendi Elf expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. 

Spellcasting. The Moquendi Elf is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Moquendi Elf has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians 

Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.


Moquendi Elf Knight 

CR 3) Medium humanoid (Elf), any alignment Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft. 

STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2) 

Saving Throws Con +4, Wis +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Elvish Challenge 3 (700 XP) 

Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep. Brave. The Moquendi Elf has advantage on saving throws against being frightened. 

Actions Multiattack. The Moquendi Elf makes two melee attacks. 

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 5 (1d8) piercing damage.

  Leadership (Recharges after a Short or Long Rest). For 1 minute, the Moquendi Elf 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 Moquendi Elf. A creature can benefit from only one Leadership die at a time. This effect ends if the Moquendi Elf is incapacitated.

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


Moquendi Elf Veteran  

CR 3 Medium humanoid (Elf), any alignment Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft.

 STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) 

Skills Athletics +5, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 3 (700 XP)

  Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep. 

Actions Multiattack. The Moquendi Elf makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 1) piercing damage.

Tier 2 (Levels 5-10) Moquendi Elves

  • Moquendi Elf Elite Warrior

    • CR 5 Medium humanoid (Elf), neutral good Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.
    • STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
    • Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +10 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish Challenge 5 (1800 XP)
    • Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep.
    • Actions Multiattack. The Moquendi Elf makes two shortsword attacks.
    • Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
    • Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 4) piercing damage.
    • Reactions Parry. The Moquendi Elf adds 3 to its AC against one melee attack that would hit it. To do so, the Moquendi Elf must see the attacker and be wielding a melee weapon.
  • Moquendi Elf Mage

    • CR 6 Medium humanoid (Elf), any alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft.
    • STR 9 (-1) DEX 14 (+2) CON 11 (+0) INT 17 (+3) WIS 12 (+1) CHA 11 (+0)
    • Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses darkvision 60 ft., passive Perception 11 Languages Common, Elvish, plus any three additional languages Challenge 6 (2300 XP)
    • Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep.
    • Spellcasting. The Moquendi Elf is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Moquendi Elf has the following wizard spells prepared:
      • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
      • 1st level (4 slots): detect magic, mage armor, magic missile, shield
      • 2nd level (3 slots): misty step, suggestion
      • 3rd level (3 slots): counterspell, fireball, fly
      • 4th level (3 slots): greater invisibility, ice storm
      • 5th level (1 slot): cone of cold
    • Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Moquendi Elf Assassin

    • CR 8 Medium humanoid (Elf), any non-evil alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
    • STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
    • Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Thieves' cant plus any one additional language Challenge 8 (3900 XP)
    • Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep.
    • Assassinate. During its first turn, the Moquendi Elf has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Moquendi Elf scores against a surprised creature is a critical hit.
    • Evasion. If the Moquendi Elf is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Moquendi Elf instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    • Sneak Attack. Once per turn, the Moquendi Elf deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Moquendi Elf that isn't incapacitated and the Moquendi Elf doesn't have disadvantage on the attack roll.
    • Actions Multiattack. The Moquendi Elf makes two shortsword attacks.
    • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
    • Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Moquendi Elf High Priest/Priestess

    • CR 8 Medium humanoid (Elf), neutral good Armor Class 16 (scale mail) Hit Points 71 (13d8 + 13) Speed 30 ft.
    • STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 17 (+3) CHA 18 (+4)
    • Saving Throws Con +4, Wis +6, Cha +7 Skills Insight +6, Perception +6, Religion +4, Stealth +5 Senses darkvision 60 ft., passive Perception 16 Languages Common, Elvish, plus any one additional language Challenge 8 (3900 XP)
    • Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep.
    • Spellcasting. The Moquendi Elf is a 10th-level spellcaster. Its spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The Moquendi Elf has the following cleric spells prepared:
      • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
      • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
      • 2nd level (3 slots): lesser restoration, protection from poison, web
      • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
      • 4th level (3 slots): divination, freedom of movement
      • 5th level (2 slots): insect plague, mass cure wounds
    • Actions Multiattack. The Moquendi Elf makes two staff attacks.
    • Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  • Moquendi Elf Champion/Knight

    • CR 8 Medium humanoid (Elf), lawful good Armor Class 18 (plate) Hit Points 91 (14d8 + 28) Speed 30 ft.
    • STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
    • Saving Throws Con +5, Int +5, Wis +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 8 (3900 XP)
    • Fey Ancestry. The Moquendi Elf has advantage on saving throws against being charmed, and magic can't put the Moquendi Elf to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, the Moquendi Elf gains the same benefit that a human does from 8 hours of sleep.
    • Innate Spellcasting (Psionics). The Moquendi Elf's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
      • At will: mage hand (the hand is invisible)
      • 3/day each: jump, misty step, nondetection (self only), tongues
      • 1/day each: plane shift, telekinesis
    • Actions Multiattack. The Moquendi Elf makes two longsword attacks.
    • Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tier 3 (Levels 11-16) Drow

  • Moquendi Shadowblade

    • CR 11 Medium Humanoid (Elf), any alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft.
    • STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
    • Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 120 ft., passive Perception 16 Languages Elvish, Undercommon Challenge 11 (7200 XP) Proficiency Bonus +4
    • Devil's Sight. Magical darkness doesn't impede the drow's darkvision.
    • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
    • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • Actions Multiattack. The drow makes three Shadow Sword attacks.
    • Shadow Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.
    • Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
    • Spellcasting. The drow casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
      • At will: dancing lights
      • 1/day each: darkness, faerie fire
    • Bonus actions Shadow Step. When in dim light or darkness, the drow can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
  • Moquendi Arachnomancer

    • CR 13 Medium Humanoid (Elf), typically Chaotic Evil Armor Class 15 (studded leather) Hit Points 162 (25d8 + 50) Speed 30 ft., climb 30 ft.
    • STR 11 (+0) DEX 17 (+3) CON 14 (+2) INT 19 (+4) WIS 14 (+2) CHA 16 (+3)
    • Saving Throws Con +7, Int +9, Cha +8 Skills Arcana +9, Nature +9, Perception +7, Stealth +8 Damage Resistances poison Senses blindsight 10 ft., darkvision 120 ft., passive Perception 17 Languages Elvish, Undercommon, can speak with spiders Challenge 13 (10000 XP) Proficiency Bonus +5
    • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
    • Spider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • Web Walker. The drow ignores movement restrictions caused by webbing.
    • Actions Multiattack. The drow makes two attacks: one with its Bite (if in spider form) or Poisonous Touch (if in humanoid form), and one with its Web (if in spider form).
    • Bite (Spider Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 17 (5d6) poison damage.
    • Poisonous Touch (Humanoid Form Only). Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (6d6) poison damage, and the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Web (Spider Form Only; Recharge 5–6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
    • Spellcasting. The drow is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The drow has the following wizard spells prepared:
      • Cantrips (at will): acid splash, fire bolt, light, mage hand, poison spray
      • 1st level (4 slots): detect magic, magic missile, shield, web
      • 2nd level (3 slots): hold person, misty step, suggestion
      • 3rd level (3 slots): counterspell, fear, fly
      • 4th level (3 slots): black tentacles, blight, Evard's black tentacles
      • 5th level (2 slots): cloudkill, insect plague
      • 6th level (1 slot): chain lightning
      • 7th level (1 slot): symbol (poison or stun only)
      • 8th level (1 slot): spider climb (self only)
    • Bonus actions Change Shape (Recharges after a Short or Long Rest). The drow magically polymorphs into a giant spider or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Moquendi Inquisitor

    • CR 14 Medium Humanoid (Cleric, Elf), typically Neutral Evil Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft.
    • STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
    • Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses darkvision 120 ft., passive Perception 20 Languages Elvish, Undercommon Challenge 14 (11500 XP) Proficiency Bonus +5
    • Discern Lie. The inquisitor knows when a creature speaks a lie.
    • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
    • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • Actions Multiattack. The inquisitor makes two Death Lance attacks.
    • Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared:
      • Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm
      • 7th level (1 slot): divine word
      • 8th level (1 slot): holy aura
      • 9th level (1 slot): gate
    • Bonus actions Spectral Dagger (Recharges after a Short or Long Rest). The inquisitor conjures a spectral dagger in its hand. For 1 minute, this dagger counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the dagger, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 (Levels 17-20) Drow

  • Moquendi Favored Consort

    • CR 18 Medium Humanoid (Elf, Wizard), any alignment Armor Class 15 Hit Points 240 (32d8 + 96) Speed 30 ft.
    • STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
    • Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Senses darkvision 120 ft., passive Perception 18 Languages Elvish, Undercommon Challenge 18 (20000 XP) Proficiency Bonus +6
    • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
    • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • Actions Multiattack. The drow makes two Scimitar attacks and uses Arcane Eruption.
    • Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) poison damage.
    • Arcane Eruption (Recharge 5–6). The drow creates a burst of magical energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.
    • Spellcasting. The drow is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The drow has the following wizard spells prepared:
      • Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
      • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
      • 2nd level (3 slots): hold person, misty step, suggestion
      • 3rd level (3 slots): counterspell, fireball, fly
      • 4th level (3 slots): greater invisibility, ice storm, wall of fire
      • 5th level (3 slots): cloudkill, cone of cold, dominate person
      • 6th level (1 slot): chain lightning, globe of invulnerability
      • 7th level (1 slot): finger of death, teleport
      • 8th level (1 slot): feeblemind, mind blank
      • 9th level (1 slot): meteor swarm
    • Reactions Protective Shield (3/Day). When another creature attacks a creature within 30 feet of the drow, the drow can use its reaction to impose disadvantage on the attack roll.
  • Moquendi Matron Mother

    • CR 20 Medium Humanoid (Cleric, Elf), typically Neutral Evil Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 30 ft.
    • STR 12 (+1) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
    • Saving Throws Con +9, Wis +11, Cha +12 Skills Insight +11, Perception +11, Religion +9, Stealth +10 Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 21 Languages Elvish, Undercommon Challenge 20 (25000 XP) Proficiency Bonus +6
    • Special Equipment. The matron mother wields a Demon Staff and a Tentacle Rod.
    • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
    • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • Actions Multiattack. The matron mother makes two attacks with its Demon Staff or Tentacle Rod. It can also use Divine Flame.
    • Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
    • Tentacle Rod. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Divine Flame (2/Day). The matron mother targets one creature it can see within 60 feet of it. The target must make a DC 20 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
    • Spellcasting. The matron mother is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The matron mother has the following cleric spells prepared:
      • Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm, planar ally
      • 7th level (1 slot): divine word, resurrection
      • 8th level (1 slot): holy aura, earthquake
      • 9th level (1 slot): gate, true resurrection
    • Bonus actions Lolth's Fickle Favor. The matron mother can sacrifice up to 5 hit points per spell slot level to cast a spell of that level. These hit points can't be restored until the start of the matron mother's next turn.
    • Summon Servant (1/Day). The matron mother magically summons a yochlol, demon (spider), or giant spider. The summoned creature appears in an unoccupied space within 60 feet of the matron mother, acts as an ally of its summoner, and can't summon other creatures. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
    • Legendary actions The matron mother can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The matron mother regains spent legendary actions at the start of its turn.
      • Compel Demon. The matron mother targets one demon within 60 feet of it that it can see. The demon must succeed on a DC 20 Wisdom saving throw or be charmed by the matron mother until the end of the matron mother's next turn.
      • Demon Staff. The matron mother makes one Demon Staff attack.
      • Cast a Spell (Costs 2 Actions). The matron mother casts a spell from its list, using a spell slot.

Part 1: The First Music and The Shaping of Arda-Valeria

Part 1: The First Music and The Shaping of Arda-Valeria I. The Beginning of Time: The First Music of Creation A. The Primordial Void and the...