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Lexana Brightshore: Difference between revisions

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m Text replacement - "Lyhnn" to "Lhynn"
 
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{{Monster Statblock
{{Monster Statblock
| monster_name = Secret representative of the Empire of Lyhnn Merchants Guild
| monster_name = Secret representative of the Empire of Lhynn Merchants Guild
| image = Lexana Brightshore.png
| image = Lexana Brightshore.png
|size = Medium
|size = Medium
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|cr = 9
|cr = 9
|xp = 5,000
|xp = 5,000
|traits = ***Poisoner's Instinct.*** The Lyhnn Merchant Guild Operative knows how to create and administer poison. They have advantage on Constitution saving throws against poison and they know the Poisoner's Kit proficiency.<br>***Cunning Action.*** On each of its turns, the operative can use a bonus action to take the Dash, Disengage, or Hide action.
|traits = ***Poisoner's Instinct.*** The Lhynn Merchant Guild Operative knows how to create and administer poison. They have advantage on Constitution saving throws against poison and they know the Poisoner's Kit proficiency.<br>***Cunning Action.*** On each of its turns, the operative can use a bonus action to take the Dash, Disengage, or Hide action.
|actions = ***Spellcasting.*** The Lyhnn Merchants Guild Operative is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:<br>* **Cantrips (at will):** *mage hand, minor illusion, ray of frost*<br>* **1st level (4 slots):** *charm person, disguise self, find familiar, magic missile, sleep*<br>* **2nd level (3 slots):** *invisibility, misty step, phantasmal force*<br>* **3rd level (3 slots):** *counterspell, fireball, fly, lightning bolt, nondetection*<br><br>***Multiattack.*** The operative makes two dagger attacks.<br>***Dagger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage.<br>***Light Crossbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
|actions = ***Spellcasting.*** The Lhynn Merchants Guild Operative is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:<br>* **Cantrips (at will):** *mage hand, minor illusion, ray of frost*<br>* **1st level (4 slots):** *charm person, disguise self, find familiar, magic missile, sleep*<br>* **2nd level (3 slots):** *invisibility, misty step, phantasmal force*<br>* **3rd level (3 slots):** *counterspell, fireball, fly, lightning bolt, nondetection*<br><br>***Multiattack.*** The operative makes two dagger attacks.<br>***Dagger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage.<br>***Light Crossbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
|roleplaying_notes = A cheerful and charismatic rogue who uses her skills to help those in need. She often works as a spy for a local benevolent guild, seeking out injustice and corruption.
|roleplaying_notes = A dark and malevolent force hiding secrets of ages gone by.
}}
}}

Latest revision as of 04:21, 13 October 2025



Secret representative of the Empire of Lhynn Merchants Guild

Medium Humanoid (human), Lawful Evil


Armor Class 15 (natural armor)
Hit Points 56 (2d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 17 (+3)

Saving Throws Int +6, Wis +5, Cha +6
Skills Survival +5, Nature +6, Perception +5, Athletics +3, Stealth +5, Investigation +6
Damage Vulnerabilities
Damage Resistances
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 30 ft., passive Perception 15
Languages Common, Elvish (Sindarin)
Challenge 9 (5,000 XP)



***Poisoner's Instinct.*** The Lhynn Merchant Guild Operative knows how to create and administer poison. They have advantage on Constitution saving throws against poison and they know the Poisoner's Kit proficiency.
***Cunning Action.*** On each of its turns, the operative can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

      • Spellcasting.*** The Lhynn Merchants Guild Operative is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:
        * **Cantrips (at will):** *mage hand, minor illusion, ray of frost*
        * **1st level (4 slots):** *charm person, disguise self, find familiar, magic missile, sleep*
        * **2nd level (3 slots):** *invisibility, misty step, phantasmal force*
        * **3rd level (3 slots):** *counterspell, fireball, fly, lightning bolt, nondetection*

        ***Multiattack.*** The operative makes two dagger attacks.
        ***Dagger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage.
        ***Light Crossbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.


Roleplaying Notes

A dark and malevolent force hiding secrets of ages gone by.

Creature Image
Secret representative of the Empire of Lhynn Merchants Guild