Creature profile
| Type | Medium humanoid, lawful neutral |
|---|---|
| Armor Class | 14 (formal coat) |
| Hit Points | 57 (9d8 + 18) |
| Speed | 30 ft. |
| Ability Scores | STR 10, DEX 14, CON 14, INT 16, WIS 15, CHA 18 |
| Saves and Skills | Wisdom +5, Charisma +7; Deception +7, Insight +5, Persuasion +7 |
| Senses | passive Perception 12 |
| Languages | Common, Gnomish, Elvish, Draconic |
| Challenge | 4 (1,100 XP) |
Traits
Diplomatic Immunity. Quill has advantage on Charisma checks against officials who do not possess a counterseal. Career Calculation. She will not sacrifice her office merely to protect Veyr.
Actions
Seal Rod. Melee Spell Attack: +5 to hit, reach 5 ft.; 6 (1d6 + 3) force. Diplomatic Order. One ally within 30 feet moves up to half its speed and gains 5 temporary hit points.
Tactics and roleplaying
Quill argues while Helix blocks access. If confronted with the authentic counterseal and Veyr’s mark, or reduced below 20 hit points, she orders a stand-down and signs a complete confession in exchange for lawful treatment.
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.