Battle Command. As a bonus action, Captain Sarendis targets one ally she can see within 30 feet of her. If the target can see or hear her, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.
Fey Ancestry. Captain Sarendis has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Shield Master. Captain Sarendis gains the following benefits if wielding a shield:
- If she takes the Attack action on her turn, she can use a bonus action try to shove a creature 5 ft.
- If she isn't incapacitated, she can add your shield's AC bonus (+4) to any Dexterity saving throw she makes against a spell or other harmful effect that targets only her.
- If she is forced to make a Dexterity saving throw to take half damage, she can use her reaction to take no damage if she succeeds on the saving throw.
Innate Spellcasting. Captain Sarendis' innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:
At will: dancing lights, darkness
3/day each: dimension door, shield of faith, dispel magic
2/day each: charm person, thunderous smite, hold person
1/day each: wall of fire, bestow curse, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, Captain Sarendis has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. Captain Sarendis makes three attacks.
Sarendis' Longsword of Wounding. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 14 (4d6) poison damage.
- Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
- Once per turn, when Sarendis hits a creature with an attack using this weapon, she can Wound the target. At the start of each of the wounded creature's turns, it takes 2 (1d4) necrotic damage for each time she wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on a success.
Dagger of Vemon. Melee Weapon Attack: +9 to hit, reach 5 ft, Thrown, Ranged (20/60)., one target. Hit: 6 (1d4 + 4) piercing damage.
- Sarendis can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack with this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take (2d10) poison damage and become poisoned for 1 minute. The dagger can't be used in this way again until the next dawn.
Spiked Pavise. Captain Sarendis may spend a bonus action to strike her opponent with her spiked shield.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Parry. Captain Sarendis adds 3 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
Captain Nemaya Sarendis can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Captain Sarendis regains spent legendary actions at the start of her turn.
Attack. Captain Sarendis may make one attack with either her longsword or dagger.
Move. Captain Sarendis may move up to 30 feet, ignoring difficult terrain.
Multiattack (costs 2 actions). Captain Sarendis may use her multiattack.
Cast a Spell (costs 2 actions). Captain Sarendis may cast a spell.
All Out (costs 4 actions). Captain Sarendis may move up to 30 feet ignoring difficult terrain, and then make two attacks with her longsword and one with her pavise.
Description
Nemaya Sarendis is a Drow paladin of Lolth. She believes fully in the superiority of the Drow and will do everything in her power to help her goddess return to the material realm.
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