D&D A-Z: L is for Larenna Winsillis

26 Vibrant NPC’s to Give Your Campaign a Boost

Start Here if you’re confused.

This week is going to be more serious as last week was more light-hearted.


L: Larenna Winsillis


  • Major Motivation: Escape from the mirror
  • Supporting Motivation: Find someone on the other side who can see her
  • Quirk- Her magic manifests in skulls and bones regardless of the spell
  • Flaw- Proud, finds it difficult to ask for help
  • Like/Dislike – Likes finding new arcane sigils



You stumble into a house, the door flapping open behind you in the strong winds. The villagers didn’t expect them to hit at that time of day, and it fanned the flames out, spreading farther around the village.

You figured you could run through this last house and make it to the river close by. Other villagers were running around.

“Hey, over here!”

woman holding mirror against her head in the middle of forest

You hear a voice and the sound of someone pounding on glass. The voice is muffled too. Glancing about, you see a half-elven woman inside of a mirror. Her features marred by fear.

You approach, cautious of magic now. She waves you over.

“I saw the flames outside. I don’t want to die in this accursed mirror, not before taking revenge,” she swallows and breaks eye contact, staring at her fingernails. “Look, if you could just move this mirror outside, I’ll see you rewarded.”

You can feel the heat outside. You don’t think just moving the mirror outside will save her. She stares back at you, proud, but you can see fear behind those eyes. She may not ask again, and you feel like she’s important somehow.


Stat Block:

From the amazing RPG Tinker


Larenna Winsillis

Female Half Elf, any alignment

Armor Class: 13 (with mage armor)

Hit Points: 55 (10d8 +10)

Speed: 30ft (9m / 6 sqr)

Proficiency: +4

STR8 (-1) DEX 11 (+0) CON 12 (+1)INT 14 (+2) WIS 13 (+1) CHA 15 (+2)

Skills: History +6 Arcana +6 Investigation +6 Persuasion +6

Challenge: 6 (2300 XP) 


Quarterstaff. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 2 (1d6 -1 ) bludgeoning damage.

Properties: Versatile (1d8),


Spellcasting. the Arcanist is an 10th-level wizard. Its spellcasting ability is Intelligence (spell save DC 14, to hit with spell attacks +6)

Cantrips (at will): Blade Ward, Fire Bolt, Minor Illusion, Light, Prestidigitation,

1st level (4 slots): Chromatic Orb, Expeditious Retreat, Alarm, Protection from Evil and Good, Mage Armor,

2nd level (3 slots): Blindness/Deafness, Arcane Lock,

3rd level (3 slots): Protection from Energy,

4th level (3 slots): Evard’s Black Tentacles,

5th level (2 slots): Rary’s Telepathic Bond, Geas, Hold Monster, Dominate Person,

 Click here to see spells descriptions (external tool)

Special Abilities

Arcane Recovery: During a short rest the arcanist can recover one spell slot of a first level.
Spellbook: The most valuable possession of a mage is her spellbook. Most of her spells are written there. All known spells by the arcanist and 1 extra per hit die are written there.

Racial Features

Ability Modifiers: +2 Cha, +1 to Dex and +1 Wis (random chosen).

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Darkvision: 60ft (18m / 12sqr)

Skill Versatility: You gain proficiency in two skills (random chosen)

Languages: speaks Common, Elvish, and one extra.

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