Creature profile
| Type | Medium humanoid, lawful evil |
|---|---|
| Armor Class | 16 (warded suit) |
| Hit Points | 110 (17d8 + 34) |
| Speed | 30 ft. |
| Ability Scores | STR 11, DEX 16, CON 14, INT 19, WIS 14, CHA 20 |
| Saves and Skills | Intelligence +8, Charisma +9; Arcana +8, Deception +9, Persuasion +9 |
| Senses | passive Perception 12 |
| Languages | Common, Draconic, Auran, Elvish |
| Challenge | 8 (3,900 XP) |
Traits
Prepared Alibi. Until four clues are assembled, Veyr has advantage on Deception and Persuasion. Sky-Lane Investor. He can operate any observatory or route-control instrument without a check.
Actions
Multiattack. Two Comet Cane attacks. Comet Cane. Melee Spell Attack: +8 to hit, reach 5 ft.; 9 (1d8 + 5) force. Redirect Lens (Recharge 5-6). A 30-foot line deals 21 (6d6) radiant damage, DC 16 Dexterity save for half, and illuminates targets until his next turn.
Tactics and roleplaying
Veyr talks while moving toward the telescope controls, uses the drake as cover without harming it, and targets the evidence carrier. At 25 hit points or after a public four-clue demonstration, he surrenders and signs a complete confession to avoid the collapse of his company.
Game Master guidance
This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.