Medium Humanoid (Elf), Chaotic Good
Armor Class 13 (16 with mage armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
21 (+5)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +7, INT +9, WIS +6
Skills Arcana +9, Deception +11, Perception +6, Stealth +11
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Elvish, Thieves' Cant
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Contingent Caster. Ashemmi casts mage armor after each long rest. She has cast mislead as a contingent spell, which comes into effect when she faces a foe.

Inscrutable. Ashemmi is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.

Fey Ancestry. Ashemmi has advantage on saving throws against being charmed, and magic can't put her to sleep.

Spellcasting. Ashemmi is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Ashemmi can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): cheat (DH), message, minor illusion, ray of frost, shocking grasp

1st level (4 slots): detect magic, illusory script, mage armor*, magic missile

2nd level (3 slots): Nystul's magic aura, mirror image, shadow blade

3rd level (3 slots): counterspell, lightning bolt, theft of tongue (DH)

4th level (3 slots): arcane eye, false sending (DH), Mordenkainen's private sanctum

5th level (3 slots): forbidden speech (DH), mislead*, scrying

6th level (2 slots): mental prison, contingency

7th level (1 slot): sequester

8th level (1 slot): telepathy

9th level (1 slot): time stop

*Ashemmi casts these spells on herself before combat.

Spell Turning. Ashemmi has advantage on saving throws against spells and other magical effects. If she rolls a 20 on a saving throw and the spell is 7th level or lower, the spell has no effect on her and instead targets the caster using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Actions

Paralytic Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Description

This homebrew content and artwork is from the wonderful fan sourcebook Darkhold: Secrets of the Zhentarim by Justice Arman, M.T. Black, and Anthony Joyce. Pick up the book on DMsGuild for access to the unlinked spells on this sheet. I am not one of the creators; just a fan of the book.

Leading the Sable Accord is no small feat, but it is particularly impressive for a spy. As head of the Darkhold Zhentarim's spellcasters, Ashemmi has honed herself into a master of deceit, cunning, and duplicity to maintain her facade as a loyal Zhent. She teaches those under her to wield these slippery lies in turn, yet still none know how devious the woman can be.

Cunning Survival. See, hear, and stay hidden. Ashemmi's survival depends on subterfuge and avoiding combat; she pulls strings and maneuvers behind the curtains before you could ever imagine facing her. Her magic gathers information and disperses it while ascertaining that she is safe from those who would be her undoing.

Enemy of Your Enemy. If one can discern her true allegiance, Ashemmi is an indispensable ally—but only so long as she thinks her position is secure first. For those capable, crafty, and secretive, Ashemmi feeds information, smuggles stray magic items, and helps plan to unravel the Zhentarim from inside. But anyone who gets close to revealing her as a traitor has made a very dangerous enemy.

Previous Versions

Name Date Modified Views Adds Version Actions
3/10/2025 9:22:52 PM
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Coming Soon
KinoSuave

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