Vellynne Harpell

Medium humanoid (human), Neutral

Armor Class

13 (bracers of defense)

Hit Points

67 (9d8+27)

Speed

walk 20 ft.

Saves

Int +6, Wis +4

Skills

Arcana +6, History +6

Languages

Common, Draconic, Dwarvish, Elvish, Orc

Challenge

4

Special Equipment

Vellynne wears bracers of defense and carries a wand of magic missiles (see "Actions" below).

Spellcasting

Vellynne is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared: • Cantrips (at will): chill touch (see "Actions" below), light, mage hand, message, prestidigitation • 1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha's hideous laughter • 2nd level (3 slots): darkvision, hold person, ray of enfeeblement • 3rd level (3 slots): animate dead, Leomund's tiny hut, vampiric touch (see "Actions" below) • 4th level (2 slots): arcane eye, blight

Actions

Vampiric Touch (3rd-Level Spell; Requires a Spell Slot)

Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage, and Vellynne regains hit points equal to half the necrotic damage dealt. If Vellynne casts this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd.

Chill Touch (Cantrip)

Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 9 (2d8) necrotic damage, and the target can't regain hit points until the start of Vellynne's next turn.

Wand of Magic Missiles

While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains 1d6 + 1 expended charges daily at dawn. If the wand's last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.