Armor Class 13 ({@item bracers of defense})
Hit Points 67 (9d8 + 27)
Speed 20 ft.
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Senses passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish, Orc
Challenge 4
Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see "Actions" below).
Vampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage, and Vellynne regains hit points equal to half the necrotic damage dealt. If Vellynne casts this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd.
Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage, and the target can't regain hit points until the start of Vellynne's next turn.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains 1d6 + 1 expended charges daily at dawn. If the wand's last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.
IDRotF, p. 273