Veyra Ashen

Veyra Ashen was once the lead cantor of a monastery built over a sealed breach. When the seal failed, the choir below began singing through the stone. Veyra answered them, sacrificing the voices of her congregation one by one until she became the living conductor of the breach. She now believes every living mind is an unfinished note that must be forced into harmony.

MediumHumanoid(Humanoid)CR Challenge Rating 2Neutral evil

Veyra Ashen

controllerspellcasterdarknesscommandnecroticcult leaderbreach guardianchoir horror
HP39AC15SPD30 ft.CRChallenge Rating 2DeceptionInsightPerformanceReligion
STR
10
DEX
14
CON
13
INT
15
WIS
14
save
CHA
16
save
Spellcasting. Veyra is a 3rd-level spellcaster. Her spellcasting ability is Charisma, with a spell save DC of 13 and to hit with spell attacks. She requires no material components for her spells. She has the following spells prepared: At will: minor illusion; 2/day each: command, darkness, inflict wounds; 1/day: dissonant whispers.
Ashen Sight. Veyra can see normally in magical darkness created by her own spells or abilities. While in magical darkness, she has advantage on Dexterity (Stealth) checks.
Voice of Command. Veyra's voice carries through the choir. She can target a creature with Command the Choir if that creature can hear her, even if Veyra is lightly obscured.
Ashen Wounds. Veyra's necrotic magic leaves ash in the wounds it creates. A creature damaged by Inflict Wounds or Ashen Touch cannot regain hit points until the start of Veyra's next turn.
Multiattack. Veyra makes one Ashen Touch attack and uses Ashen Command if available.
Ashen Touch. Melee Spell Attack: to hit, reach 5 ft., one creature. Hit: 7 () necrotic damage, and the target cannot regain hit points until the start of Veyra's next turn.
Ashen Command. One creature Veyra can see within 60 feet must succeed on a Wisdom saving throw or use its reaction, if available, to move up to half its speed in a direction Veyra chooses. This movement does not provoke opportunity attacks. On a failed save, the creature also has disadvantage on its next attack roll before the end of its next turn.
Choir of Darkness. Veyra chooses a point within 60 feet. Magical darkness fills a 15-foot-radius sphere centered on that point until the end of Veyra's next turn. The darkness spreads around corners and cannot be dispelled by nonmagical means. Veyra can see through this darkness.
Inflict Wounds. Ranged Spell Attack: to hit, range 60 feet, one creature. Hit: 14 () necrotic damage, and the target must succeed on a Constitution saving throw or be unable to take reactions until the start of its next turn.
Command the Choir. Veyra targets one creature within 60 feet that can hear her. The target must succeed on a Wisdom saving throw or be charmed by Veyra until the end of Veyra's next turn. While charmed this way, the target must immediately use its reaction to make one weapon attack against a target Veyra chooses, if able.
Discordant Interruption. When a creature Veyra can see within 30 feet is hit by an attack, Veyra imposes disadvantage on the attack roll by releasing a discordant shriek. Veyra must be able to hear the attacker and cannot use this reaction while deafened.
Cantrips
Minor IllusionIllusion Veyra creates a sound or image of a choir, bell, footstep, or whispered phrase within range for 1 minute. The illusion can be dismissed as an action.
1st level
CommandEnchantment Veyra gives a creature within 60 feet a supernatural instruction of one word. The target must succeed on a Wisdom saving throw or obey on its next turn, as appropriate to the spell.
Inflict WoundsNecromancy Veyra inflicts a surge of necrotic energy on a creature she touches. The target must make a melee spell attack, taking 3d10 necrotic damage on a hit.
Dissonant WhispersEnchantment Veyra frightens one creature within 60 feet that can hear her. The target must succeed on a Wisdom saving throw or become frightened for up to 1 minute, repeating the save at the end of each of its turns.
2nd level
DarknessEvocation Veyra creates or manipulates darkness in a 15-foot-radius area for up to 10 minutes. She can see through darkness created by this spell.
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