Vespera Grelith
A secret society notices her talent—she might betray her master for greater secrets.
- Size
- Small
- Alignment
- Chaotic Neutral
- Armor Description
- Leather jerkin with enchanted runes
- Creature Type
- Humanoid
- Formatted Speed
- 30 ft. ft., fly none ft., swim none ft., burrow none ft., climb none ft.
- Formatted Saves
- Dex +4, Cha +4
- Formatted Skills
- Deception +4, Sleight of Hand +4, Persuasion +4
- Formatted Senses
- darkvision 60 ft. ft.
- Hit Dice
- 4d8 + 4
- Languages
- Common, Infernal
- Proficiency Bonus
- 2
- Xp
- 200
- Fly
- none
- Swim
- none
- Walk
- 30 ft.
- Climb
- none
- Burrow
- none
- Darkvision
- 60 ft.
- Passive Perception
- 10
- Dagger: Melee or Ranged Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing or psychic damage.
- Deceptive Strike (Multiattack): Vespera makes two dagger attacks or uses her Arcane Enticement and a dagger in sequence.
- Uncanny Dodge: Uses reaction to halve damage from an attack she can see.
- Deception +4
- Sleight of Hand +4
- Persuasion +4
- Dex +4
- Cha +4
- Sneak of Shadows: Can become invisible in dim light or darkness for 1 minute once per short rest.
- Arcane Enticement: Can cast Charm Person once per day without spell slot.
A lithe figure with agile movements, clad in enchanted leathers, eyes glinting with mischievous cunning.
A secret society notices her talent—she might betray her master for greater secrets.
Seeks forbidden knowledge and power, willing to risk everything for her ambitions.
Charmingly manipulative, insatiably curious, willing to bend others to her will.
GM Notes
- Has a penchant for deception and secret spells.
- Excels in stealth and gathering intel.
- Likely to betray allies if it benefits her goals.