Quara Orshendiel

Level 11
Creature· chaoticUniqueMediumLegacy
AC
30
HP
190
Speed
30 ft.
Perception
+21
Fort
+16
Ref
+22
Will
+21
Immunities sleep
Languages common, daemonic, elven, sakvroth
Senses darkvision
Skills acrobatics +22, deception +22, intimidation +22, athletics +20, diplomacy +20, stealth +20, survival +19
Recall Knowledge DC 38 (society)

Attacks

Melee Kukri +24 (agile, finesse, trip), Damage 2d6+9 slashing
Melee Repeating Hand Crossbow +24 (reload 0 ft., repeating), Damage 2d6+9 piercing

Abilities

Light Blindnessinteraction
+1 Status to All Saves vs. Magic
+2 Status To All Saves vs. Mental
Commanding Aura

30 feet. Drow around Quara are heartened by her presence. Her drow allies in the aura gain a +1 status bonus to attack rolls and skill checks.

Deny Advantage

Quara isn't off-guard to hidden, undetected, or flanking creatures of 11th level or lower, or to creatures of 11th level or lower using Surprise Attack.

Evasion

When Quara rolls a success on a Reflex saving throw, she gets a critical success instead.

Defensive Shooter

Quara's ranged attacks don't trigger reactions.

Poison Weapon

Requirements Quara is holding a piercing or slashing weapon and has a free hand


Effect Quara applies poison to the weapon.

Reloading Trick

Requirements Quara is holding an unloaded repeating hand crossbow


Effect Quara Interacts to reload the repeating hand crossbow and Strikes with it.

Shootist's Draw

Frequency once per round


Effect Quara Interacts to draw a loaded repeating hand crossbow and Strikes with it, or Strikes with a loaded repeating hand crossbow she's holding and then Interacts to stow it.

Skirmishing Dash◆◆

Quara Strides or Steps, then Strikes. This Strike deals an additional 3d6 damage.

Quara will likely become an ally of the heroes, as she knows useful partners when she sees them. She's interested in avenging her father and sister, but she knows that whatever goal her father was pursuing with the Ochre Fulcrum Lens could prove critical in freeing Yldaris from Belcorra's control forever. She has learned that the ochre lens was only one of three lenses that Belcorra entrusted to allies in the region centuries ago, and she sets the heroes on the trail of recovering them and finding out more. The most important lead Quara provides to the heroes is that her father was headed toward an ancient vault at the edge of the lake, so the heroes can find out more at that location.

The heroes might see drow as enemies and assault Yldaris. In this case, Quara does her best to protect her people, relying on the shootist training that still lingers in her quick fingers. She likely won't trust the heroes with any information after such aggressions, but they might find some clues in her quarters.