Special Equipment. Djhek'nlarr wears Bracers of Defense, and wields a Longsword +2
Portal sense. Djhek'nlarr is aware of any active portal within 120 feet of her. She is also aware of the exit portal in any maze.
Freedom League Indep. Djhek'nlarr has advantage on any role against a form of mind control, including being charmed. She also has advantage on any history check she makes.
Multiattack. Djhek'nlarr makes two Longsword +2 or Telekinetic Bolt attacks.
Longsword +2. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) psychic damage.
Telekinetic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) force damage.
Psionics. Djhek'nlarr casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, mage hand (the hand is invisible)
1/day each: plane shift(Only within sigil), telekinesis
Spellcasting. Djhek'nlarr casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: Shocking grasp, Mending, Blade Ward, Mind Sliver
1/day each: Charm Person, comprehend laguages, Warp Sense
Astral Step (Recharge 4–6). Djhek'nlarr teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see. If she is holding an item belonging to someone else, she can use that to teleport to where that person is, including inside a Maze.
Description
A Githyanki saleswoman. She can be found in the Clerks ward of sigil, among the many pubs, selling maps.
But not any normal maps, maps of the mazes the Lady sends people to. She tricks people into getting mazed, uses her psychic powers to follow them there, maps out the maze, gets out herself, then sells the maps to others. If she happens upon the person mazed, she either will try to extort them, or murder them.
She is a wanted criminal, and has many aliases, usually she tries to pretend to be a Githzerai when talking to new people in sigil.
She has connections to Zadara, a titan in Sigil that owns quite a lot of the town; and some believe the Sigil terrorist The Grixit may have been a victim of her manipulations.
When she is in combat, in 1d4 turns, 4 bandits (on Zadara's payroll) will come and try to assist her in escaping.
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