Ilvara Mizzrym

Out of the Abyss p. 9

Size
Medium
Type
humanoid (elf)
Alignment
neutral evil
AC
16 (scale mail)
Hit Points
71 (13d8+13)
Speed
walk 30 ft.
Saving Throws
Con +4, Wis +6, Cha +7
Skills
Insight +6, Perception +6, Religion +4, Stealth +5
Senses
darkvision 120 ft.
Passive Perception
16
Languages
Elvish, Undercommon
Challenge
8
Environment
underdark
STR
10
+0
DEX
14
+2
CON
12
+1
INT
13
+1
WIS
17
+3
CHA
18
+4

Traits

Special Equipment

Ilvara wields a tentacle rod in addition to her scourge.

Fey Ancestry

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

Sunlight Sensitivity

While in sunlight, Ilvara has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting

Ilvara's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

  • At will: dancing lights
  • 1/day each: darkness, faerie fire, levitate (self only)

Spellcasting

Ilvara is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). Ilvara has the following cleric spells prepared:

  • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
  • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
  • 2nd level (3 slots): lesser restoration, protection from poison, web
  • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
  • 4th level (3 slots): divination, freedom of movement
  • 5th level (2 slots): insect plague, mass cure wounds

Actions

Multiattack

Ilvara makes two scourge attacks.

Scourge

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/Day)

Ilvara attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, Ilvara takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

recharge

1/DAY

Variant: Drow Magic Armor and Weapons

Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.

A drow priestess of lolth wearing +3 scale mail has AC 19.

Spells

dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds

Spell Slots

0,4,3,3,3,2

Other data

description