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Deep Elf Blighter

Known as the 'shadow-sting' in elven society, Blighters are often chosen from those who failed the rigorous wizardry schools but possessed the cunning and agility required for the Outer Transit scouting corps.

Medium humanoid · Medium · Common

Deep Elf Blighter

A fragile but deadly elven scout and saboteur who uses poisoned ranged weapons and environment-based tactics to wear down intruders.
AC16
HP36/36
CRMedium
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 16 · HP 36 · Medium

Deep Elf Blighter

Medium humanoid (elf), neutral evil
Armor Class16 (Studded Leather)
Hit Points36 (8d8)
Speed
30 ft. walk,
30 ft. climb
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterity
SkillsStealthPerceptionAcrobatics
Damage Resistances
None
Immunities
Poison
Weaknesses
Sunlight Sensitivity
Senses
Darkvision 120 ft.,
Passive Perception 14
Languages
Common,
Elvish,
Undercommon
ChallengeMedium
Proficiency Bonus+2
Fey Ancestry. The blighter has advantage on saving throws against being charmed, and magic cannot put the blighter to sleep.
Cunning Action. On each of its turns, the blighter can use a bonus action to take the Dash, Disengage, or Hide action.
Slinking Toxins. The blighter deals an extra 7 () poison damage when it hits a creature with a ranged weapon attack while it has advantage or if the target is within 5 feet of an ally of the blighter that is not incapacitated.
Sunlight Sensitivity. While in sunlight, the blighter has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The blighter makes two blowgun attacks or two shortsword attacks.
Poison Blowgun. Ranged Weapon Attack: to hit, range 25/100 ft., one target. Hit: 1 piercing damage plus 7 () poison damage. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage.

Reactions

Vanish into Shadow. When a creature the blighter can see moves within 5 feet of it, the blighter can move up to half its speed without provoking opportunity attacks and can then attempt to Hide if it has cover or is in a heavily obscured area.
Role
Scout
Built for
4

Gear

  • Bone Blowgun (Weapon, 10 gp)A hollowed monster bone used for silent projectile delivery.
  • Serpent-Vine Toxin (Consumable, 50 gp)Three vials of concentrated nerve toxin.
  • Shadow-Leathers (Armor, 75 gp)Studded leather treated with dark oil for noise reduction.

Feats

Skulker

Notes for the game master

Prioritize the poisoned condition to give players disadvantage.
Use climb speed to stay on cave ceilings.
The blowgun damage is low, but the poison and the Slinking Toxins trait make it dangerous.

Tactics

  1. Opening

    The blighter starts the encounter hidden, firing a blowgun needle at the most armored or physically threatening party member to inflict the poisoned condition.

  2. Mid-fight

    It uses Cunning Action to Hide or Disengage every turn, moving through narrow gaps and leading players toward pressure plates or spike pits.

  3. End of the fight

    If the party manages to close the distance, the blighter uses its reaction to escape and flees toward the Elite Monster's inner sanctum.

  4. Retreat

    The blighter will retreat if it falls below 15 hit points or if it is unable to hide for two consecutive rounds.

How it fights

Focus fire on targets without poison resistance.
Use verticality to force players to waste movement climbing.
Trigger environment hazards while players are nearby.

Who it attacks first

Clerics or Paladins who can neutralize poison
Fighters or Barbarians with high melee damage
Wizards with area of effect spells

Works well with

Giant Spiders (provide webs and distraction)
Deep Elf Knights (act as a frontline while blighters fire from safety)

How to beat it

Protection from Poison spell
High passive perception to spot the blighter before it fires
Spells that create light or remove shadows (Light, Faerie Fire)

Ways to avoid a fight

The blighter can be bribed with rare alchemical reagents.
They may exchange information about traps if their life is spared.

Ecology

A slender elf with skin the color of bruised plums and large, pale eyes suited for the dark. They wear soot-stained dark leather armor and carry a long, ornate blowgun made of polished bone.

Behavior

Extremely cautious and opportunistic. They rarely stand their ground, preferring to fire a single toxic needle before melting back into the shadows to lead pursuers into hazardous terrain.

How it lives

Deep Elf Blighters serve as the eyes and ears of the elven deep-cities. They harvest toxins from cave spiders and fungal blooms to coat their weaponry.

Lair

Typically nests in vertical shafts or narrow crevices where they can use height to their advantage while staying out of reach.

Habitat
The Outer Transit, Underdark tunnels, and overgrown subterranean ruins.

Signs that it is near

Discarded tiny bone needles
Faint scent of bitter almonds
Pressure-plate traps hidden by thin layers of dust

Tags

Deep Elf,
Stalker,
Venomous

Lore

Known as the 'shadow-sting' in elven society, Blighters are often chosen from those who failed the rigorous wizardry schools but possessed the cunning and agility required for the Outer Transit scouting corps.

What drives it

To protect the borders of the elven territories and weaken invaders through attrition and paranoia.

After the fight

The Blighter's body quickly begins to decompose with an unnatural fungal rot if not preserved, a security measure to prevent their poison recipes from being studied.

Variants

Mage-Blight: Swaps shortsword for the Ray of Frost and Acid Splash cantrips.

Hooks

Plot hooks

A local lord's scouts have gone missing in the Outer Transit, all found with tiny black needles in their necks.
The party must capture a Blighter alive to learn the location of the Deep Elf hidden city.

How to use it

Used in groups of 3 to 5 for a level 4 party.
Acting as a harrying force that retreats across multiple rooms.

Treasure

2d10 gp in silver coins from a dozen different nations
A map of the nearby tunnel complex with trap locations marked in Elvish

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