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Arsys 11th level Warlock
Medium humanoid (female half-elf), neutral evil
AC: 16 (Leather armor +3)
Hit Points: 132 (11d8+4)
Speed: 30 ft.
STR 10 (+0) DEX 14 (+2) CON 18 (+4)
INT 17 (+3) WIS 15 (+2) CHA 19 (+4)
Skills: Arcana (+4), History (+4), Insight (+7), Investigation (+4), Perception (+7), Religion (+4)
Damage Resistances: see below
Senses: Perception (13), Investigation (10), Insight (17), darkvision 120 ft. magical and nonmagical
Languages: Common, Deep Speech, Elvish, Minotaur, Primordial, Telepathic (60 ft)
Challenge Rating: 8 (3,900 XP) with surprise or 9 (5,000 XP) without surprise
Actions
Initiative: +2
Two Weapon Fighting.
Dagger. Melee Attack +5 to hit, 5 ft reach, one target. Hit: 4 (1d4+1)
Mace +3. Melee Attack +3, +7 to hit, 5 ft reach, one target. Hit: 7 (1d6+3)
Rod of Absorption (begins combat with 7 levels of spell energy)
Spellcasting. Arsys is an 11th-level spellcaster. Her spellcasting ability is Charisma (Spell DC 16, Spell Attack +8). She can cast two spells per turn and has the following warlock spells prepared:
Cantrips: Blade Ward (resistance (half damage) against bludgeoning, piercing, and slashing damage); Chill Touch (3d8 necrotic), Eldritch Blast (3d10 force), Lightning Lure (pull 10 ft and 3d8 lightning)
1st level: Mage Armor (at will)
2nd level: Detect Thoughts
3rd level: Speak with Dead
5th level: Armor of Agathys (25 temporary HP; 25 cold damage); Arms of Hadar (6d6 necrotic, half on save); Darkness (c); Enemies Abound (c); Negative Energy Flood (5d12 necrotic, half on save); Vampiric Touch (c) (5d6 necrotic; regain half HP)
6th level: Create Undead
Devil’s Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.
Dark One’s Blessing. When you reduce a hostile creature to 0 HP, you gain 15 temporary HP.
Dark One’s Own Luck. Once per short rest, when you make an ability check or a saving throw, you can add a d10 to your roll. You can do so after seeing the roll, but before the effect occurs.
Fiendish Resilience. You can choose one damage type to gain resistance (1/2 damage) to when you finish a short or long rest. Damage from magical weapons or silver weapons ignore this resistance.
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