Medium Humanoid (Human), Lawful Evil
Armor Class 18 breastplate, shield
Hit Points 73 (10d8 + 20)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws WIS +5, CHA +8
Condition Immunities Charmed
Senses Darkvision 120, Passive Perception 12
Languages Common, Infernal, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Actor. Abigail has advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass herself off as a different person. She can also mimic the speech of another person or the sounds made by other creatures. Abigail must hear the sound or person for at least 1 minute for this to be effective

Book of Ancient Secrets. Char has the following ritual spells in the book of ancient secrets. Char’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks), and these spells can only be cast as a ritual.
1st level: alarm, comprehend languages, detect magic, find familiar, identify, purify food and drink, unseen servant
2nd level: augury, gentle repose, magic mouth
3rd level: feign death, water breathing, water walk
4th level: divination
5th level: contact other plane, rary’s telepathic bond

Close-Range Expert. Char does not suffer disadvantage on ranged attack rolls for being within 5 feet of a hostile creature.

Devil’s Sight. Magical darkness doesn’t impede Char’s darkvision.

Innate Spellcasting. Char’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Char can innately cast the following spells, requiring no material components:
At will: disguise self, mage armor

Magic Resistance. Char has advantage on saving throws against spells and other magical effects, as long as Char’s familiar (an imp) is within 10 feet.

Spellcasting. Char is a 10th-level spellcaster. Char’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Char regains expended spell slots at the end of a short or long rest. Char knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, friends, guidance, prestidigitation, shocking grasp (uses Intelligence), thaumaturgy, vicious mockery
1st–5th level (2 5th-level slots): armor of agathys, banishment, darkness, dimension door, dominate person, faerie fire, greater invisibility, hex, hypnotic pattern, mirror image

War Caster. Char has advantage on Constitution saving throws to maintain concentration on a spell when Char takes damage. Char can also perform the somatic component of spells even when there is a weapon or a shield in one or both hands. Last, when a hostile creature’s movement provokes an opportunity attack from Char, Char can use a reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Actions

Multiattack. Char uses Agonizing Blast twice.

Agonizing Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 11 (1d10 + 5) force damage, and Char can choose to move the target 10 feet.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Fey Presence (Recharges after a Short or Long Rest). All creatures in a 10-foot cube around Char must make a DC 17 Wisdom saving throw. On a failure, the creature is charmed or frightened, Char’s choice, until the end of Char’s next turn.

Reactions

Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, Abigail turns invisible and teleports up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks, makes a damage roll, or casts a spell.


Beguiling Defenses. In response to a creature trying to charm her, Abigail can turn the charm back on the creature. It must make a DC 17 Wisdom saving throw or be charmed by Abigail for 1 minute or until it takes damage.

Legendary Actions

The siblings can take 3 legendary actions, choosing from the options below. They can take only one legendary action at a time and only at the end of another creature’s turn. The siblings regain spent legendary actions at the start of their turn, sharing the same turn and legendary action pool.


Daring Escape. The siblings move up to their speed without provoking attacks of opportunity.


Repel Boarders (Costs 2 actions). Both siblings chastise someone for being on their ship, and take aim with eldritch blasts. They aim at the most armored and/or closest threat to one of them, and fire their eldritch blast cantrip at the threat, aiming to knock them off their ship. At Weak or Very Weak APL, each sibling only fires 1 shot rather than their standard amount (2 at Average, 3 at Strong/Very Strong).

Bullet Ballet (Costs 2 actions). With twinkling eyes, Char begins to dance. Multiple eldritch blasts, appearing as flintlock pistols, materialize around the whirling figure. Choose one of the following options:
•Each creature within 20 feet of Char is barraged with concussive eldritch blasts, and must make a DC 17 Dexterity saving throw. On a failure, the creature takes 11 (2d10) force damage and is knocked back 30 feet in a straight line from Char’s current position. On a success, the creature takes half damage and is only knocked back 15 feet.
•Char moves up to his or her speed in a straight line, eldritch blast flintlock pistols firing in all directions during the dance. Each creature within 10 feet of this line must make a DC 17 Dexterity saving throw. On a failure, the creature takes 11 (2d10) force damage and is knocked back 20 feet. On a success, the creature takes half damage and is only knocked back 10 feet.

Description

Abigail and Char of Teshwave
Siblings that hail from the Moonsea, neither of them recall their actual hometown. They chose Teshwave as their adopted city, as they grew up there, and have added that to their names. Both have dark mahogany skin, curly hair, and eyes as dark and blue as the Moonsea. Their backstory is not well known, but what is known is that they were respected runners and pirates even before making a deal with an “ugly older woman”. What’s less known is that this deal was made at death’s door, their will to live pushing them to make the bargain and form a pact with a hag named Granny Achlys.

Char is the ever-fluid of the two, in mannerisms, gender, and in battle. When Char speaks, Char is boastful and happy to be the center of attention. In battle, melee range is where Char is the most commanding and deadly. When Char is quiet, Char is either thinking, calculating the next move, or doubting previous actions. Char is currently attuned to wings of flying, as described in the “Treasure” section at the end of this adventure.


Char is also the more headstrong of the two siblings, handling most of the deception, daily dealings, and handling of the ship itself. Char trusts Abigail to keep watch, and to help with any more detailed issues or moments of doubt that may occur.

Monster Tags: NPChumanoidHuman

Habitat: CoastalUrban

aulyre

Comments

Posts Quoted:
Reply
Clear All Quotes