Ashe - The Frost Archer

by Zrin

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Ashe, the Frost Archer

Medium, Lawful Good


  • Armor Class 16 (Studded Leather of Cold Resistance)
  • Hit Points 142 (19d10+38)
  • Speed 30 feet

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 11 (+0) 16 (+3) 15 (+2)

  • Saving Throws Dexterity +7, Constitution +5
  • Skills Acrobatics +7, Perception +6, Persuasion +5, Stealth +7
  • Damage Resistances Cold
  • Condition Immunities Exhaustion
  • Senses Passive Perception 16
  • Languages Common, Freljordian
  • Challenge CR 8 and 3,900exp

Traits

Avarosa's Bow. Any time a creature takes damage from Frost Shot or Enchanted Crystal Arrow, their movement is slowed by half until the end of their next turn.

Land's Stride. Moving through nonmagical difficult terrain costs no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Ranger's Focus. Each time Ashe deals damage to an enemy with a ranged attack, she gains one Focus. When she reaches three Focus, she can use Ranger's Flurry.

Actions

Multiattack. Ashe uses Frost Shot twice, or one Frost Shot and one of her other actions.

Frost Shot. Ranged Weapon Attack: +7 to hit, 150/600 range, one target. Hit 1d8 piercing damage + 2d8 cold damage.

Volley. Ashe fires a volley of arrows in a 15 foot cone in a direction of her choice. Every creature of her choice in that cone must succeed on a DC 16 dexterity saving throw or take 3d6 cold damage (half damage on a success).

Enchanted Crystal Arrow (1/day). Ashe targets a creature she can see, and fires a powerful elementally infused arrow towards them. The creature targeted by this attack must succeed on a DC 16 dexterity saving throw or take 3d10 cold damage. Additionally, they must also succeed on a DC 16 constitution saving throw or be stunned until the end of their next turn. All creatures within a 10 foot radius of the creature targeted by this attack must succeed on a DC XX dexterity saving throw or take 3d6 cold damage.

Bonus Actions

Hawkshot. Ashe fires an elemental hawk spirit into the air. For the next minute, her passive perception increases by +20, and she can see as though she were 60 feet above the ground.

Ranger's Flurry. Until the end of her next turn, Ashe can make one additional Frost Shot attack on her turn, and when she deals damage, each die of damage is a separate damage instance (her ability score modifier is dealt as damage only once).

Reaction

Hawkshot. When a creature leaves Ashe's line of sight, she fires an elemental hawk spirit into the air. Until the end of her next turn, she cannot be surprised, and she can see as though she were 60 feet above the ground.

 

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