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Veyra Quill-of-Ash

Veyra Quill-of-Ash

Medium Humanoid, True Neutral
HP 110 AC 17 CR 7

Veyra offers the party a sealed pardon and valuable intelligence if they retrieve a stolen treaty before either side ...

Size
Medium
Alignment
True Neutral
Armor Description
Studded leather
Creature Type
Humanoid
Current Hp
110
Formatted Senses
darkvision 60 ft. ft., passive Perception 16
Formatted Speed
30 ft. ft.
Formatted Saves
Dex +6, Wis +6, Cha +7
Formatted Skills
Insight +6, Perception +6, Persuasion +7, Deception +7
Hit Dice
13d8 + 52
Languages
Common, Elvish, Draconic
Proficiency Bonus
3
Xp
2900
Abilities
CHA
18
(+4)
CON
18
(+4)
DEX
16
(+3)
INT
14
(+2)
STR
10
(+0)
WIS
16
(+3)
Senses
Darkvision
60 ft.
Passive Perception
16
Speed
Walk
30 ft.
Actions
Multiattack. Veyra makes two Ashen Rapier attacks, or one Ashen Rapier attack and casts a cantrip.
Ashen Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.
Binding Edict (Recharge 5–6). One creature Veyra can see within 60 feet must succeed on a DC 15 Wisdom saving throw or be restrained by spectral bands until the end of Veyra's next turn. The target can repeat the save at the end of its turn.
Bonus Actions
Measured Step. Veyra moves up to half her speed without provoking opportunity attacks.
Reactions
Parry. Veyra adds 3 to her AC against one melee attack that would hit her. She must see the attacker and be wielding her rapier.
Skills
  • Insight +6
  • Perception +6
  • Persuasion +7
  • Deception +7
Spellcasting
Spellcasting. Veyra is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following spells prepared: Cantrips (at will): guidance, mage hand, ray of frost, vicious mockery. 1st level (4 slots): comprehend languages, detect magic, healing word, shield. 2nd level (3 slots): calm emotions, hold person, misty step. 3rd level (3 slots): counterspell, dispel magic, hypnotic pattern. 4th level (3 slots): banishment, dimension door, greater invisibility. 5th level (1 slot): hold monster.
Saving Throws
  • Dex +6
  • Wis +6
  • Cha +7
Special Abilities
Balanced Judgment. Veyra has advantage on saving throws against being charmed or frightened, and magic cannot force her to tell a deliberate lie.
Ashen Ward. The first time each round Veyra takes fire, necrotic, or radiant damage, she reduces that damage by 5.
Description

Veyra is a tall, silver-haired half-elf with amber eyes, ash-gray gloves, and a rapier etched with legal oaths. Her calm expression rarely reveals whether she has already chosen a side.

Equipment

studded leather, silver rapier, ashwood wand, signet ring, diplomatic papers, 3 potions of healing

Hook

Veyra offers the party a sealed pardon and valuable intelligence if they retrieve a stolen treaty before either side learns its true contents.

Motivation

She seeks a solution that prevents a regional war, even if preserving peace requires empowering an unpleasant faction.

Personality

Patient, exacting, and unsettlingly polite; Veyra listens to every argument before acting, but never forgets a broken promise.

GM Notes

- Uses calm emotions, hold person, and hypnotic pattern to control crowds rather than kill.
- Favors negotiation, but immediately punishes attacks against noncombatants.
- Her neutrality ends if the treaty reveals an imminent atrocity.

Created with Town Scryer for Dungeons & Dragons 5th Edition

by PrimevalGuardian4396