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Aerisi Kalinoth
- STR
- 8 (-1)
- DEX
- 16 (+3)
- CON
- 12 (+1)
- INT
- 17 (+3)
- WIS
- 10 (+0)
- CHA
- 16 (+3)
Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep.
When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
If Aerisi fails a saving throw, she can choose to succeed instead.
Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared:
Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp
Level 1 (4 slots): charm person, feather fall, mage armor, thunderwave
Level 2 (3 slots): dust devil, gust of wind, invisibility
Level 3 (3 slots): fly, gaseous form, lightning bolt
Level 4 (3 slots): ice storm, storm sphere
Level 5 (2 slots): cloudkill, seeming (cast each day)
Level 6 (1 slots): chain lightning
Actions
Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing damage, or 10 (1d8 + 6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage.
Lair Actions
If Aerisi is in the air node while Yan-C-Bin isn't, Aerisi can take lair actions. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can take no other lair actions while concentrating on a spell cast as a lair action.
If Aerisi casts invisibility using this lair action, she also draws the power of the air node into herself. By doing so, she regains 15 (3d8 + 2) hit points.
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Source: Princes of the Apocalypse, p. 192 - Licenses and attribution