Medium humanoid (drow, elf), Lawful Good
| Armor Class | 17 (half plate armor) |
|---|---|
| Hit Points | 84 (13d8 + 26) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 14 (+2) | 13 (+1) | 14 (+2) | 16 (+3) |
| Saving Throws | Con +5, Str +7, Wis +5 |
|---|---|
| Skills | Athletics +7, History +4, Perception +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 15 |
| Languages | Common, Elvish, Undercommon |
| Challenge | 5 |
Verin has advantage on saving throws against being charmed, and magic can't put him to sleep.
While in sunlight, Verin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Verin makes three Glaive attacks.
Melee Attack Roll: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Ranged Attack Roll: +7 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 22 (4d10) poison damage.
Verin adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Verin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: dancing lights
1 each/day: darkness, faerie fire, levitate (self only)