Medium Humanoid (Dragonborn), Any Chaotic Alignment
Armor Class 15 Natural Armor
Hit Points 143 (20d12)
Speed 30 ft.
STR
15 (+2)
DEX
20 (+5)
CON
20 (+5)
INT
15 (+2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +10, INT +7
Skills Acrobatics +15, Perception +11, Stealth +10
Damage Resistances Fire, Necrotic
Senses Passive Perception 11
Languages Common, Draconic, Thieves' Cant
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Spellcasting. Arthal Hefarn is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Arthal has following wizard spells prepared:

1st level (4 slots): Disguise Self, Chromatic Orb, False Life, Mage Armor, Burning Hands

2nd level (3 slots): Misty Step, Mirror Image, Shadow Blade, Hold Person, Mind Spike

3rd level (3 slots): Major Image, Phantom Steed, Melf's Minute Meteors

4th level (1 slot): Fire Shield

Actions

Multiattack. Arthal wields two shortswords and makes three attacks with them, or two attacks with his shortbow. He can also choose to make one Drain Life attack and one Shortsword attack.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., single target. Hit: 7 (1d6 + 5) slashing damage. 

Drain Life. Melee Weapon Attack. +7 to hit, reach 5ft., single target. Hit: 11 (2d10 + 2) necrotic damage. Arthal regains hit points equal to the damage dealt.

Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., single target. Hit: 7 (1d6 + 5) slashing damage.

Dark Mark Teleport. If Arthal has at least one Dark Mark active, he can use his action to instantly teleport to the mark, so long as he and it are on the same plane of existence. Teleporting to a dark mark consumed it and it must be replaced in order to teleport to that point again.

Shadow Walk. When in dim light or darkness, Arthal can use his action to melt into the shadows, gaining advantage on stealth checks, becoming silent when he moves, and counts as tiny for the purpose of passing through small spaces. He returns to normal if he attacks, takes any action that affects any creature other than himself, or ends his turn in bright light.
If he reverts in a space he cannot normally fit in, he is shunted to the nearest occupied space, taking necrotic damage equal to twice the number of feet he is moved. This damage cannot be reduced.

Bonus Actions

Dark Mark. As a bonus action, Arthal can place a Dark Mark on any solid, flat surface. The mark is a glowing, violet glyph about two inches across and lasts until consumed. He can have up to 2 Dark Marks active at once. If Arthal already has two marks active and tries to place another, he can choose which mark to discard.

Flicker. As a bonus action, Arthal can teleport up to half of his movement speed in any direction to an unoccupied space he can see.

Reactions

Mage Slayer Attack. When a creature within 5 ft. of Arthal casts a spell, he can use his reaction to make a shortsword attack against that creature.

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