Valas Illistyn; Medium Humanoid (Drow); Lawful Evil; 15; chain shirt; 13; 3d8; 30 ft.; 10; 14; 10; 11; 11; 12; ; Perception +2, Stealth +4; ; ; ; darkvision 120ft., passive Perception 12; Elvish, Undercommon; 1/4; 50; ; Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8+1) piercing damage.; Parry. The noble adds 2 to it's AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.; [i]Fey Ancestry.[/i] The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Chasandra Illistyn; Medium Humanoid (Drow); Lawful Evil; 13; leather armor; 33; 6d8+6; 30 ft.; 11; 14; 12; 10; 13; 14; ; Deception +4 , Stealth +4, Religion +2; ; ; ; darkvision 120ft., passive Perception 12; Elvish, Undercommon; 2; 450; ; Multiattack. Lady Illistyn makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft, or range 20/60 ft., one creature.
Hit: 4 (1d4+2) piercing damage.; ; Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: dancing lights, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Godric Melweather; Medium Humanoid (Human); Lawful Neutral; 13; chain shirt; 27; 5d8 + 5; 25 ft.; 10; 10; 12; 13; 16; 13; ; Medicine +7, Persuasion +3, Religion +4; ; ; ; passive Perception 13; Elvish, Common; 2; 450; ; Mace. Melee Weapon Attack: +2 to hit, reach 5ft., one target.
Hit: 3 (1d6) bludgeoning damage.; ; Divine Eminence. As a bonus action, the priest can expend a spell slot to cause it's melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic