Medium humanoid, neutral evil
- Armor Class
- 12, 15
- Hit Points
- 13 (3d8)
- Speed
- 30 ft.
- Challenge
- 1/4 (50 XP)
- Skills
- Arcana +5, Stealth +4, Perception +2, Investigation +5
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- Elvish, Undercommon, Common
Traits
Hanne has advantage on saving throws against being charmed, and magic can't put Hanne to sleep.
While in sunlight, Hanne has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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.
Spellcasting
Hanne's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
Hanne is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared: