b'Acolyte, Forsaken Elf \n'b'  Family:   NPC  \n'b'\n'b'  Medium   humanoid  (Forsaken elf),  any alignment  \n'b'  Armor Class  11  Hit Points  9 (2d8)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  12 (+0)  CON:  10 (+0)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Medicine  +4,  Perception  +4,  Religion  +2  Senses   darkvision  30 ft.,Passive  Perception  14  Languages  Any two  Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'\n'b'  Mother\xe2\x80\x99s Curse . The  elf  has advantage on saving throws against disease. However, there is a 99 percent chance that they are infertile. If they can conceive, offspring are very likely to be born with some sort of birth defect, assuming they survive the pregnancy. \n'b'  Elf Weapon Training . The  elf  has proficiency with the longsword, shortsword, shortbow, and longbow. \n'b'  Fey Ancestry . The  elf  has advantage on saving throws against being  charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b'  Meditation . Elves need no sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, the  elf  remains aware of their surroundings but have disadvantage on  Wisdom  ( Perception ) checks. After meditating, the  elf  benefits as if they had 8 hours of sleep and can then undertake other light activity while finishing a  long rest . \n'b'  Spellcasting . The acolyte is a 1st-level spellcaster. Their spellcasting ability is  Wisdom  (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following  cleric  spells prepared: \n'b'\n'b'  Cantrips (at will) :  light ,  sacred flame ,  thaumaturgy  \n'b'  1st level (3 slots) :  bless ,  cure wounds , unseen cartographer\xe2\x80\xa0 \n'b'\n'b'  Tattoo Mystic . Elves have proficiency with tattooist\xe2\x80\x99s supplies and can activate one magic tattoo they possess one extra time per day without completing a rest, provided that tattoo can be used again after they complete a short or  long rest . \n'b'\n'b' Actions \n'b'\n'b'  Club .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 2 (1d4) bludgeoning damage. \n'b'  Shortsword .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 3 (1d6) piercing damage.'