THE SHARED REFERENCE Adventurer

Monster

Ishel

Outside your table’s allowed sources

Official reference · EGW · 2014

Creature type
Humanoid
Size
Medium
Armor class
15 (chain shirt)
Hit points
24 (3d8)
Speed
Walk 30 ft.
Challenge rating
1/2
Alignment
Neutral Evil
Strength
10
Dexterity
14
Constitution
10
Intelligence
11
Wisdom
11
Charisma
12
Passive Perception
12
Skills
perception: +2; stealth: +4
Senses
darkvision 120 ft.
Languages
Elvish, Undercommon

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.

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.

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

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