Medium Human, Neutral
Inventory: Bracers of Defense, Wand of Magic Missile, Potion of Superior Healingx2, Professor Skant, Staff of Frost, Abracadabrus, 2 Mage books (50gp), Staff of Charming, Dragon Wyrmling Spine Staff, Chain Lightning Trophy, Giant Rune from Ostoria (500gp), Ring of Sound Mind, Libram of Souls and Flesh
Vellynne's Spellbook contains the following spells:
Cantrips: Chill touch, light, mage hand, message, prestigidigation
1st: Comprehend languages, detect magic, ray of sickness, Tasha's hideous laughter, false life, find familiar, protection from good and evil, shield, tenser's floating disk
2nd: darkvision, hold person, ray of enfeeblement, blindness/deafness, magic weapon,
3rd: animate dead, leomunds tiny hut, vampiric touch, counterspell, bestow curse, sending
4th: arcane eye, blight, polymorph
8th: illusory dragon
Vellynne is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): Chill Touch (see "Actions" below), Light, Mage Hand, Message, Prestidigitation
1st level (4 slots): Shield, Ray of Sickness, Tasha's Hideous Laughter
2nd level (3 slots): Magic Weapon, Ray of Enfeeblement, Hold Person
3rd level (3 slots): Animate Dead, Counterspell, Vampiric Touch, Remove Curse, Sending
4th level (2 slots): Polymorph
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.
Staff of Frost. While holding this staff, Vellynne can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): Cone of Cold (5 charges), Fog Cloud (1 charge), Ice Storm (4 charges), or Wall of Ice (4 charges). The staff regains 1d6 + 4 charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff turns to water and is destroyed.
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