Vex'ahlia

Medium humanoid (half-elf),

Armor Class

21 (+2 studded leather, +2 ring of protection)

Hit Points

130 (20d10 + 20)

Speed

walk 30 ft., fly 50 ft. (with broom of flying)

Saves

Str +6, Dex +13, Con +3, Int +4, Wis

Senses

darkvision 60 ft.

Languages

Abyssal, Common, Draconic, Elvish, thieves' cant, Undercommon

Challenge

18

Proficiency Bonus

+6

Assassinate

During her first turn, Vex has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Vex scores against a surprised creature is a critical hit.

Evasion

If Vex is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Fey Ancestry

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

Ranged Master

Vex's ranged weapon attacks have a +2 bonus to hit (included in attacks), and ignore half cover and three-quarters cover, and have no range penalty. Additionally, Vex can take a -5 penalty to any ranged attack roll to gain a +10 bonus to the damage roll.

Sneak Attack (1/Turn)

Vex deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Vex that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Special Equipment

Vex wears +2 studded white dragon leather armor of cold resistance and a ring of protection with a +2 bonus. She carries a broom of flying and a raven's slumber (see page 197), and wields Fenthras (see page 205).

Spellcasting

Vex is a 13th-level spellcaster. Her spell-casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She has the following ranger spells prepared: • 1st level (4 slots): cure wounds, hunter's mark (see bonus actions) • 2nd level (3 slots): pass without trace, protection from poison • 3rd level (3 slots): lightning arrow, nondetection • 4th level (1 slot): freedom of movement, grasping vine

Trinket

Trinket moves and acts on Vex's turn, and Vex can use a bonus action to command him to take the Dash, Dodge, Disengage, or Attack action. She can also command him to Attack as part of her Multiattack action (see below). Trinket can take only one action on each of Vex's turns.

Actions

Multiattack

Vex makes two ranged attacks, and can command Trinket to move up to his speed and use his Multiattack action.

Fenthras

Ranged Weapon Attack: +16 to hit, range 600 ft., one target. Hit: 22 (1d8 + 18) piercing damage and 3 (1d6) lightning damage, and Vex can use the following ability: Bramble Shot (2/Short Rest). The attack deals an extra 18 (4d8) piercing damage, and the target must succeed on a DC 17 Strength saving throw or be restrained. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Cunning Action (Bonus Action)

Vex takes the Dash, Disengage, or Hide action.

Hunter's Mark (Bonus Action)

Vex casts hunter's mark to mark a creature she can see within 90 feet of her. For 1 hour, Vex's weapon attacks deal an extra 1d6 damage to the marked creature, and she has advantage on Wisdom (Perception) and Wisdom (Survival) checks made to find it.