Skip to content

High Elf Quiver


Monster

High Elf Quiver

Fey, High Elf, Humanoid
Level 1
Minion Artillery
EV 3 for four minions
1MSize
5Speed
3Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain+5 bonus to ranged distance
M+0Might
A+2Agility
R+1Reason
I+0Intuition
P+0Presence
l

Heavy Arrow

Signature
KeywordsRangedStrikeWeapon
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

Each ally adjacent to the target shifts up to 2 squares.

*

Otherworldly Grace

At the start of each of their turns, the quiver can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.

*Malice Features

At the start of any high elf's turn, you can spend Malice to activate one of the following features. High Elf Malice

*

Chaincast

Until the end of the round, whenever a high elf uses a magic ability, they can use it as if they were occupying the square of another high elf on the encounter map to whom they have line of effect.

*

Gift From an Accursed Tome

KeywordsAreaMagic
Distance5 x 1 line within 1
TargetEach enemy in the area
Power Roll+ 2
!5 damage; R < 1 chosen condition (save ends)
@9 damage; R < 2 chosen condition (save ends)
#12 damage; R < 3 chosen condition (save ends)
Effect

The high elf chooses a damage type and condition from one of the following combinations: cold damage and slowed, poison damage and weakened, or corruption damage and frightened.

Special

This ability can't be used by a minion.

*

In Defiance of Time

Until the end of the round, each high elf in the encounter gains a +4 bonus to speed, and whenever a high elf uses an ability against an enemy, each high elf adjacent to that enemy can make a free strike against them.

Source: Draw Steel: Monsters · printing 1.01