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Vellynne Harpell

Medium humanoid (human), Neutral

Armor Class 13 ({@item bracers of defense})

Hit Points 67 (9d8 + 27)

Speed 20 ft.

STR 10 (+0)
DEX 12 (+1)
CON 17 (+3)
INT 18 (+4)
WIS 15 (+2)
CHA 13 (+1)

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).

Actions

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.

Source

IDRotF, p. 273