Special Equipment. Valanthe wields a staff of defense, a wand of magic missiles and wears a ring of protection.
Fey Ancestry. Valanthe has advantage on saving throws against being charmed, and magic cannot put her to sleep.
Multiattack. Valanthe makes two Numbing Frost attacks.
Staff of Defense. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands.
Numbing Frost. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 8 (2d8) cold damage, and the target's speed is reduced by 10 feet until the start of Valanthe's next turn.
Sculpt the Weave (Recharge 4-6). Valanthe bends a 20 foot sphere portion of the Weave to her whim, centered on a point she can see within 120 feet. All creatures of her choice in the sphere must succed a DC 15 Dexterity saving throw or take 24 (8d6) force damage on a failed save or half as much on a successful one.
Spellcasting. Valanthe casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: mage armor (staff of defense), mage hand, misty step
2/day each: detect magic, sleep
1/day each: counterspell, invisibility, suggestion
Shield. In response to being hit by an attack or being targeted by a magic missile, Valanthe expends two of her staffs charges to cast shield.
Previous Versions
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12/16/2023 3:19:24 AM
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12/20/2023 6:56:56 PM
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4/5/2024 9:44:35 PM
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7
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