Medium Humanoid (Drow), Neutral
Armor Class 15 +2 Leather
Hit Points 56 (7d10)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
18 (+4)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws INT +7, WIS +7, CHA +8
Skills Arcana +5, History +5, Perception +2, Stealth +4
Damage Resistances Psychic
Senses Darkvision 120 ft., Passive Perception 13
Languages Common, Deep Speech, Elvish, Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

Spellcasting. Akordia spellcasting ability is Intelligence (spell save DC 16). She can cast the following spells:

cantrips: dancing lights,mage hand, prestidigitation, shocking grasp

1st level spells (4 slots): detect magic, magic missileshield

2nd level spells (4 slots): darkness, hex, detect thoughts

3rd level spells (3 slots): counterspelldispel magic

Eldritch Student.  She has 2 Eldritch Invocation the spellcasting ability for the invocation is Intelligence. 

  • Relentless Hex: Her curses creates a temporary bond between her and the target. As a bonus action, Akordia can magically teleport up to 30 feet to an unoccupied space she can see within 5 feet of the target cursed by a hex spell.
  • Warding Vail: Her darkness spells acts as both a silence and must make a DC 16 wisdom save to resist an illusory maze  

Equipped For The Horror. Akordia has resistance to psychic damage and has advantage on save against spells cast by warlocks. Whenever a creature deals psychic damage to her, that creature takes the same amount of damage that she would take.

 Winter-Elven Assets. Akordia may apply one of three poisons per day to her Venom Kissed Sword or Stinger Crossbow.

  • The Enfrailing Spite- A creature poisoned with it must make a DC 18 con save. If it succeeds, it will be unaffected by the poison. If it fails the save, it will have the poisoned condition for 2d4 turns, and its strength abiliity score will be permanently reduced by 1d3 for each turn it remains poisoned.
  • Horrors kiss- A creature poisoned with it must make a DC 15 con save. If it succeeds it will be unaffected, if it fails the save it will have the poisoned and frightened condition for 1d4 turns, and roll on the short term madess chart.
  • The Sensestealer- A creature poisoned with it must make a DC 15 con save. If it succeeds it will have disadvantage on perception, investigation, insight and survival checks until the end of its next turn, on a fail it will have the blinded and deafened condition for 1d3 rounds. 

 

Actions

Venom Kissed Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) piercing damage.

 

 

Monster Tags: elf

Habitat: Underdark

TomTheChap

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