Ishel

Explorer's Guide to Wildemount p. 231 (Third Party)

Size
Medium
Type
humanoid (elf)
Alignment
neutral evil
AC
15 (chain shirt)
Hit Points
24 (3d8)
Speed
walk 30 ft.
Skills
Perception +2, Stealth +4
Senses
darkvision 120 ft.
Passive Perception
12
Languages
Elvish, Undercommon
Challenge
1/4
Environment
underdark
STR
10
+0
DEX
14
+2
CON
10
+0
INT
11
+0
WIS
11
+0
CHA
12
+1

Traits

Fey Ancestry

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

Sunlight Sensitivity

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

Innate Spellcasting

Ishel's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

  • At will: dancing lights
  • 1/day each: darkness, faerie fire

Actions

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.

If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

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 wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.

Spells

dancing lights, darkness, faerie fire

Other data

description