Medium Humanoid (Elf), Neutral Evil
Armor Class 17 Half Plate, Shield
Hit Points 70 (10d8 + 12)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws WIS +6, CHA +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 15
Languages Common, Elvish, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Solitude. Ashe gains 2d6 given they haven't been hit by radiant energy or holy water before the start of their turn.

Channel the Dead (1/day). Any undead within 30ft of Ashe gain advantage on their first attack.

Return to Life (3/day). Ashe releases a wave of necrotic energy, spurring to life 1d4 Strahd Zombie(s) within 10ft of themselves, in unoccupied spaces.

Fey Ancestry. Ashe has advantage on saving throws against being charmed, and magic cannot put them to sleep.

 

Actions

Choice of Action. Ashe either makes two melee attacks or one spell attack.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1d8+2 slashing damage, or 1d10+2 if it's being two handed. 

Spell to Hit. +5

Spellcasting. Ashe is a 6th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15, +5 to hit with spell attacks). Ashe has the following spells prepared:
Cantrips (at will): Toll the DeadResistance
1st level (4 slots): Inflict Wounds, CommandBane
2nd level (3 slots):Spiritual WeaponHold PersonBlindness Deafness
3rd level (2 slots): Bestow CurseLife Transference

Previous Versions

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NekoLasagna

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