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Ilvara Mizzrym

Medium Drow Preistess of Lolth , Lawful Evil

Armor Class 16
Hit Points 71
Speed 30ft

STR
0 0
DEX
2 -4
CON
1 -5
INT
1 -5
WIS
3 -4
CHA
4 -3

Saving Throws Con +4, WIS +6, CHA+7
Skills Insight +6, Perception +6, Religion +4, Stealth +5
Condition Immunities Cannot be charmed or magically put to sleep.
Senses Darkvision 120ft, PP 16
Languages Elvish, Undercommon


Description

The commander of Velkynvelve and a priestess of Lolth. She considers command of a mere outpost a stepping stone in her ascension. The posting is beneath her, and she treats both it and her prisoners with contempt. But she also knows the posting is temporary, and she intends to wring every advantage from it in the meantime. A member of a drow house with a long history as slavers, Ilvara is a cruel mistress who enjoys taunting and tormenting enemies and underlings alike. Although she has taken Shoor Vandree as her lover, Ilvara cares no more about him than she did about Jorlan Duskyrn, the lover she discarded due to crippling injuries.

Ideals

To rise in the esteem of Lolth and her house.

Bonds

Her family name and power.

Flaws

Believes a little too highly of herself.


DC 14, +6 to hit 1st Level (4): Animal Friendship, Cure Wounds, Detect Poison and Disease, Ray of Sickness 2nd Level (3): Lesser Restoration, Protecting from Poison, Web 3rd Level (3): Conjure Animals (2 giant spiders), Dispel Magic 4th Level (3): Divination, Freedom of Movement 5th Level (2): Insect Plague, Mass Cure Wounds

At will: Guidance: Casting Time: 1 action Range: Touch Components: V S Duration: Up to 1 minute, concentration Classes: Cleric, Druid You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.   Poison Spray: Casting Time: 1 action Range: 10 feet Components: V S Duration: Instantaneous Classes: Druid, Sorcerer, Warlock, Wizard You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.   Resistance: Casting Time: 1 action Range: Touch Components: V S M (A miniature cloak) Duration: Up to 1 minute, concentration Classes: Cleric, Druid You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.   Spare the Dying: Casting Time: 1 action Range: Touch Components: V S Duration: Instantaneous Classes: Cleric You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.   Thaumaturgy: Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute Classes: Cleric You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

1/day: Summon Demon: 30 or less on a percentile dice, demon remains for 10 minutes. On a fail, takes 1d10 psychic damage and no demon is summoned.


Multiattack: 2 scourge attacks.


Actions

Scourge: +5 to hit, one target, 1d6+2 piercing plus 5d6 poison   Tentacle Rod: Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


 
Ilvara Mizzrym

Created by

EskimoInTexas.

Statblock Type

NPC

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