Skellna Archbane

Grim Hollow: Campaign Guide p. 236 (Third Party),

Size
Medium
Type
humanoid (any race)
Alignment
any alignment
AC
12 (15 with mage armor)
Hit Points
40 (9d8)
Speed
walk 30 ft.
Saving Throws
Int +6, Wis +4
Skills
Arcana +6, History +6
Passive Perception
11
Languages
any four languages
Challenge
6
Lineage
Mage
STR
9
−1
DEX
14
+2
CON
11
+0
INT
17
+3
WIS
12
+1
CHA
11
+0

Traits

Spellcasting

The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  • 1st level (4 slots): detect magic, mage armor, magic missile, shield
  • 2nd level (3 slots): misty step, suggestion
  • 3rd level (3 slots): counterspell, fireball, fly
  • 4th level (3 slots): greater invisibility, ice storm
  • 5th level (1 slots): cone of cold

Actions

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Variant: Familiars

Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.

Spells

fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold

Spell Slots

0,4,3,3,3,1

Other data

description

Skellna Archbane is the only remaining daughter of the Archbane family. She never (openly) goes in the Pit, and thus is not known there, and even in the rest of Runeheim she hasn't drawn much attention. She is actually a talented illusionist who seeks help to lift a curse on her older brother Eldhyl, a member of a dark cult in the Pit called the Blood Daggers. She's the one responsible for the substitution of the characters' bag, with the intention of getting their help by involving them in the schemes taking place in the Pit. Skellna, Nell and Kalseln are the same person and have the stats of a Mage.

Nell, a strange young woman who wanders in the Pit, apparently knows many of its shortcuts and secrets. She is one of Skellna's alter egos.

Kalseln, also called "Kals" is an elusive sorceress leading a band of thieves that recently appeared in the Pit called the Grey Rogues. She is actually another of Skellna's alternate identities.

Mage: Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.