AC 15 (mage armor)
HP 65 (10d8+20; bloodied 32)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Skills Arcana +5, Deception +2 (+1d4), Persuasion +2 (+1d4)
Senses passive Perception 12
Languages Common, Elvish, Gnomish
Fanatic. Yahret has advantage on saving throws against being charmed or frightened .
Spellcasting. Yahret is a 4th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt , message , prestidigitation
1st-level (4 slots): burning hands , mage armor , shield
2nd-level (3 slots): misty step , scorching ray
ACTIONS
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Fire Bolt (Cantrip; V, S). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
Burning Hands (1st-Level; V, S). Each creature in a 15-foot cone makes a DC 13 Dexterity saving throw , taking 10 (3d6) fire damage on a failure or half damage on a success.
Scorching Ray (2nd-Level; V, S). Ranged Spell Attack: +5 to hit, range 120 ft., three rays with one target each. Hit: 7 (2d6) fire damage.
BONUS ACTIONS
Misty Step (2nd-Level; V). Yahret teleports to an unoccupied space she can see within 30 feet. She can’t cast this spell and a 1st-level or higher spell on the same turn.
REACTIONS
Shield (1st-Level; V, S). When Yahret is hit by an attack or targeted by magic missile , she gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of her next turn.
Yahret is being trained in arcane magic by the goblins. She was a fake healer—a simple conartist—in Blackford until the bandits needed a healer, and she eagerly joined them to have a safe place to practice real magic away from the prying suspicious eyes of the common folk in Blackford. Her spellbook was a gift from a goblin worg-rider who looted it in turn from a caravan of apprentice mages he was involved in killing, and certain elite goblins have continued to educate her on the finer points of wizardly spellcasting, and even relied on her to break Gnomish and Elvish codes on various magical items. Yahret is quite paranoid and uses magic mostly to protect herself from harm. She generally wants to use her arts for her own research, but knows that the goblin alliance is important to the bandits who have protected her and so earns her keep by keeping contact with them.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.