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Creatures

Chancellor Dagna Flintmantle

A complete, table-ready profile for Chancellor Dagna Flintmantle, including defenses, abilities, actions, tactics, and roleplaying guidance.

Statistics

Creature type Medium humanoid (dwarf), lawful neutral
Armor Class 12 (15 with mage armor)
Hit Points 55 (10d8 + 10)
Speed 25 ft.
Ability Scores STR 9 (-1), DEX 14 (+2), CON 13 (+1), INT 18 (+4), WIS 14 (+2), CHA 16 (+3)
Saves and Skills Intelligence +8, Wisdom +6, Arcana +8, Deception +7, History +8, Persuasion +7; advantage on poison saves
Senses darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish, Draconic
Challenge 6 (2,300 XP)

Traits

Spellcasting. Spell save DC 16, +8 to hit. At will: fire bolt, light, mage hand. Three times each: detect magic, mage armor, shield. Once each: counterspell, hold person, lightning bolt, suggestion.

Actions

Dagger. +5 to hit; 4 (1d4 + 2) piercing. Lightning Bolt. 100-foot line, DC 16 Dexterity save, 28 (8d6) lightning, half on success. Political Command (Recharge 5–6). One creature within 30 feet that understands Dagna makes a DC 15 Wisdom save or uses its reaction to move up to speed as she directs.

Tactics and Roleplaying

Dagna opens with persuasion or suggestion, uses lightning bolt only when she can avoid allies, and never has fly. She preserves plausible deniability and negotiates if presented with public evidence.

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