Armor Class 19 (natural armor)
Hit Points 73 (17d8 + 51)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
18 (+4)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws INT +9, CHA +9
Skills Deception +8, Persuasion +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Draconic, Elvish, Sylvan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits
RACIAL TRAITS:
Darkvision.

Alice Mortimer can see in darkness (shades of gray) up to 60 ft.

Keen Senses.

Alice Mortimer has proficiency in the Perception skill.

Fey Ancestry. 

Alice Mortimer has advantage on saves against being charmed, and magic can’t put her to sleep.

Trance.

Alice does not need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, she can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, she gains the same benefit that a human does from 8 hours of sleep.

 

Fey Step (Recharge 4 – 6). As a bonus action, Alice Mortimer can teleport up to 30 feet to an unoccupied space it can see.

 

Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of Alice Mortimer must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by her for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 24 hours.

Whenever Alice Mortimer deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.

Magic Resistance. Alice Mortimer has advantage on saving throws against spells and other magical effects.

 

Pact Magic

Alice Mortimer can cast known warlock spells using CHA as her spellcasting modifier (Spell DC 15, Spell Attack +7). She can use an arcane focus as a spellcasting focus.

Cantrips. Eldritch blast, Mage hand, minor illusion, Prestidigitation

Fifth level spells (two spell slots). Calm emotions, Comprehend languages, Crown of madness, Find familiar, Fly, Greater invisibility, Hallucinatory terrain, Hellish rebuke, Remove curse, Scrying, Seeming 

 
Fey Presence. 

Once per short rest, as an action, Alice Mortimer can cause each creature in a 10-ft. cube from her to make a WIS saving throw (DC 15) or become charmed or frightened by her (her choice) until the end of her next turn.

 
 
Eldritch Invocations. 

Alice Mortimer knows fragments of forbidden knowledge that imbue her with an abiding magical ability.

Agonizing Blast. 

When Alice Mortimer casts eldritch blast, add +3 to the damage it deals on a hit.

Eldritch Spear. 

When Alice Mortimer casts eldritch blast, its range is 300 ft.

Eyes of the Rune Keeper. 

Alice Mortimer can read all writing.

Grasp of Hadar.

Once on each of Alice’s turn turns when she hits a creature with her eldritch blast, she can move that creature in a straight line 10 feet closer to her.

Ghostly Gaze. 

Once per short rest, as an action, Alice Mortimer gains the ability to see through solid objects (with darkvision) to a range of 30 ft for 1 minute.

 
Pact Boon.

Feybliss has bestowed a gift upon Alice for her loyal service.

Pact of the Chain. 

Alice has learned the find familiar spell, it doesn't count against her number of known spells, and she can cast it as a ritual. Her familiar can take on a more powerful form, and when she takes the Attack action, she can forgo one of her own attacks to allow her familiar to make one attack with its reaction.

 
 
 
 
 
 
Actions

Multiattack. Alice Mortimer makes two weapon attacks. She can cast one spell in place of one of these attacks. Alternatively, she can use either Ghostly gaze or Fey presence. 

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.

Fey Presence. Once per short rest, as an action, Alice Mortimer can cause each creature in a 10-ft. cube from her to make a WIS saving throw (DC 15) or become charmed or frightened by her (her choice) until the end of her next turn.
 
Ghostly Gaze. 

Once per short rest, as an action, Alice Mortimer gains the ability to see through solid objects (with darkvision) to a range of 30 ft for 1 minute.

 

Reactions
Misty Escape. 

Once per short rest, when Alice takes damage, she can use her reaction to turn invisible and teleport up to 60 ft. to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.

Beguiling Defenses. 

Alice Mortimer is immune to being charmed, and when another creature attempts to charm her, she can use her reaction to attempt to turn the charm back on that creature, unless it succeeds on a WIS saving throw (DC 15), for 1 minute or until the creature takes any damage.

Description

Alice Mortimer is the first, and strongest, warlock of Feybliss the moonstone dragon. She acts as his spy, emissary, and warrior in exchange for the power he gives her. 

Monster Tags: elffey

Habitat: ForestGrassland

Huggletime

Comments

Posts Quoted:
Reply
Clear All Quotes