Medium Humanoid (Half-Elf), Lawful Evil
Armor Class 16 (Studded Leather)
Hit Points 44 (7d6 + 14)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
15 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws INT +6, WIS +4
Skills Arcana +7, Insight +4, Investigation +7, Performance +3, Survival +4
Senses Darkvision 60 ft., Passive Perception 11
Languages Celestial, Common, Elvish, Infernal
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Special Equipment. Allamir wears Glamoured Studded Leather that he chooses to make appear as colorful mage robes, and a Rapier of Wounding.

Fey Ancestry. Allamir has advantage on saving throws against being charmed, and magic can’t put him to sleep.

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

Cantrips (at will): Booming BladeFire Bolt, Green-Flame BladeMinor IllusionRay of Frost

1st level (4 slots): Burning Hands, Fog Cloud, Shield, Thunderwave

2nd level (3 slots): Darkness, Misty Step, Suggestion

3rd level (3 slots): Counterspell, Fear, Fireball

4th level (1 slot): Banishment

Actions

Extra AttackAllamir can attack twice, instead of once, whenever he takes the Attack action on his turn.

Rapier of Wounding. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  1d8 + 3 piercing damage. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when Allamir hits a creature with an attack using this magic weapon, he can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time he's wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on a success.

BladesongCan use a bonus action to start a Bladesong, which lasts for 1 minute and grants Allamir the following benefits:

  • Gains a +4 bonus to his AC
  • Walking speed increases by 10 feet
  • Has advantage on Dexterity (Acrobatics) checks
  • Gains a +4 bonus to any Constitution saving throw made to maintain his concentration on a spell.

This effect ends early if he is incapacitated, if he dons medium or heavy armor or a shield, or if he uses two hands to make an attack with a weapon. He can also dismiss the Bladesong at any time he chooses (no action required).

Reactions

War Caster. Allamir can use his reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

hinesha15

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