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  1. Characters

Seraphina the Enchantress

Dancer
NPC

Seraphina the Enchantress was a renowned dancer and performer with the ability to captivate audiences with her graceful movements and enchanting voice. Dancing holds a central place in the culture of Nibenay. However, she unknowingly caught the attention of Nibenay, who became infatuated with her beauty and talent. Nibenay, consumed by his desire to possess everything he desired, imprisoned Seraphina to have her perform exclusively for him. He sought to control and dominate her, keeping her confined within his palace walls as a possession and a source of entertainment. Nibenay saw Seraphina as a symbol of his power and as a way to demonstrate his ability to bend even the most talented individuals to his will.

STATS

Seraphina the Enchantress

Medium humanoid, human, lawful neutral

Armor Class 12

Hit Points 90 (12d8 + 36)

Speed 30 ft.

STR 10 (+0) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 12 (+1) CHA 20 (+5)

Saving Throws Dex +6, Cha +9

Skills Performance +9, Acrobatics +6, Deception +9

Condition Immunities charmed

Senses passive Perception 11

Languages Common, Elvish

Challenge 6 (2,300 XP)

Evasive Footwork. When Seraphina moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

Dance of Charm. Seraphina can use her bonus action to perform a captivating dance. Each creature of her choice within 30 feet of her that can see her performance must succeed on a DC 14 Wisdom saving throw or be charmed until the end of Seraphina's next turn.

Bound by Arcane Chains. Seraphina is restrained by powerful arcane chains that prevent her from using her magical abilities. She cannot cast spells or use any magical effects while bound.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Soothing Melody. Seraphina begins to sing a captivating melody. Each humanoid within 30 feet of her that can hear her performance must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.