# Lorelei Papan

It seldom occurs to us that the most pious in plain sight could be the most wicked behind closed doors. A revered woman in the village of Ah'bên-kat, but something else entirely as the sun takes its leave. 
<br>A prying eye into the private quarters of this fair lady would surprise any soul for it is a rare sight to find someone who holds as much secrets as Lorelei.
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&nbsp;&nbsp;&nbsp;&nbsp;Lorelei's family has always lived in Ah'bên-kat, all the villagers know this, but it is hard to recall the actual roots of her lineage. She lives in a modest home with her grandfather as her parents have passed in a tragedy that befell the village when she was but a youth.
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___
> ## Lorelei the Pious
>*Small humanoid, unaligned*
> ___
> - **Armor Class** 13(16 with ***mage armor***)
> - **Hit Points** 45(6d8)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|11 (+0)|17 (+3)|17 (+3)|12 (+1)|11 (+0)|
>___
> - **Skills** Arcana +5, History +5
> - **Senses** passive Perception 19
> - **Languages** Common, Draconic, Dwarvish, Elvish
> ___
>*Feigned Unconscious*. When Lorelei is brought as an NPC or is in a combat situation not against the player characters or should she choose that it is not the right time reveal her true form, she pretends to falls unconscious at less than 10 hitpoints.
>
> ***False Appearance. *** When hitpoints drops to 0 Lorelei drops shapechange and reveals her true self.
>
> ***Spellcasting.*** Lorelei is a 6th-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, light, mage hand, prestidigitation<br>
 1st level (4 slots): mage armor, magic missile, shield<br>
2nd level (3 slots): misty step, suggestion<br>
3rd level (3 slots):fly, lightning bolt 
>
> ### Actions
> <b>***Staff.***</b> *Melee Weapon Attack:* +l to hit, reach 5 ft., one target.<Br>
>Hit: 2 (ld6 - 1) bludgeoning damage, or 3 ( ld8 - 1) bludgeoning
damage if used with two hands.


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##### Roll Playing Information
Lorelei speaks in a very ladylike, hushed-tone, manner.<br> She has a warm smile and very endearing disposition but is very shy and has trouble with eye-contact. If she is not taking care of her grandfather, she is either at the village's temple.
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##### Insight Check
| *DC* | *What is revealed* |
|:----:|:-------------|
| 5  | <div style="text-align: center">She is trustworthy and honest</div> |
| 20 | <div style="text-align: center">There is something suspicious about her piety</div> |
| 25 | <div style="text-align: center">There is something sinister that lies <br>behind her smile</div>|

##### Quest Offered
&nbsp;&nbsp;&nbsp;&nbsp;There is a rumor that a troll lives in the forest near the town, she said it had taken the lives of her parents long long ago, should you undertake this task and bring back the troll's head. She offers a minor blessing for 10 silver per party member.

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**Hero's Blessing** = adds 1d10 + 3 (Intelligence modifier) temporary hitpoints. Lasts for 24 hours.
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*Adversary* = While the party is blessed Lorelei always knows the direction and distance between her and the party. 
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# Lorelei, <br> The Troll Witch

Trolls are terrifying on their own, but when a troll has magical prowess, it becomes a new horror entirely.  Head of the coven of the depraved, Lorelei is unmatched in tenacity and wickedness. Lorelei has survived  far longer than most to the point that her true age is a mystery even to her. She wields magic almost lost to time.


**Regeneration.** Smashing Lorelei's bones and slashing through its rubbery hide only makes it angry. A troll's wounds closes quickly. If the monster loses an arm, a leg or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a Troll's flesh. The trolls, enraged will attach individuals making acid and fire attacks against them above all prey.

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___
___
> ## The Troll-Witch
>*Medium Fey Monstrosity, Chaotic Evil*
> ___
> - **Armor Class** 16
> - **Hit Points** 180(14d10 + 50)
> - **Speed** 35ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|15 (+2)|19 (+4)|16 (+3)|14 (+2)|16 (+3)|
>___
> - **Saving Throws** Int +9, Wis +6
> - **Skills** Arcana +13, History +13
> - **Condition Immunities** Charm
> - **Senses** Darkvision; passive Perception 19
> - **Languages** Abyssal, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial
> - **Challenge** 9 (5000 XP)
> ___
> ***Multiattack:*** Lorelei makes two attacks.<br>
>***Loathsome Limbs***. See Troll Variant p.291 MM
<br>
>***Etherealness:*** The hag magically enters the Ethereal Plane from The Material Plane, or vice versa. To do so, the hag must have a Heartstone in her possession.

>***Nightmare Haunting (1/Day):*** While on the Ethereal Plane, the hag magically touches a sleeping humanoid on The Material Plane. A Protection from Evil and Good spell cast on the target prevents this contact, as does a Magic Circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's Soul Bag. The reduction to the target's hit point maximum lasts until removed by the Greater Restoration spell or similar magic.
<br> 
> ### Actions
> ***Compelling Staff.*** <br>*Melee Weapon Attack:* +4 to hit. *Hit* 5 (1d6 + 4). If a target is damaged by compelling staff, it must make a Wisdom saving throw, on a failed save the target makes a melee basic attack as a reaction against a creature of the hag’s choice. Can only be used once per turn.
>
> ***Pact of Compelled Alliance.*** <br>
>*Ranged Attack up to 120ft.:* The target must make a Wisdom saving throw. Upon a fail, the target is dominated until the end of the hag’s next turn. Can only be used once per turn.
> 
> ***Pact of Chocked Aggression.*** <br>
>*Ranged Attack up to 120ft.:* The target must make a Wisdom saving throw. Upon a fail, the target is affected by a pact of choked aggression until
the target succeeds a Wisdom saving throw (Spell save DC 13) at the end of its turn. While affected by the pact, the target takes
10 psychic damage the first time it hits a creature during each
of its turns. ***Recharges when no creature is affected by this power. ***
>
> ***Pact of Shared Agony.***<br>
>*Ranged Attack up to 120ft.:* The target must make a Wisdom saving throw. Upon a fail, until the end of the encounter, while the target is within 120 ft. of the hag, the target takes 5  psychic damage whenever the hagtakes damage at bloodied (Hit points <= 50), or 10 psychic damage when the hag is on the brink of death. (Hit points <= 25)
***Recharges if the power misses. If successful, recharges after a long rest.***


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