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Ailein (“Sparrow”) Medium humanoid (half-elf), neutral good Armor Class 12 (leather armor, 16 with barkskin) Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 13 (+1) 13 (+1) 15 (+2) 13 (+1) Skills Medicine +4, Nature +3, Perception +4, Survival +4, Stealth +3, Animal Handling +4 Senses darkvision 60 ft., passive Perception 14 Languages Druidic, Anuirean, Elven Shapechanger. Sparrow can use her action to polymorph into a non-flying beast of CR ½ or less. She can stay in beast form for up to 2 hours, and can return back to her true form earlier by using a bonus action. She retains alignment and Intelligence, Wisdom and Charisma scores. She assumes the beast’s hit points and Hit Dice. She can’t cast spells (though transforming doesn’t break concentration.) She can’t use darkvision unless the new form also has it. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. Fey Ancestry. Sparrow has advantage on saving throws against being charmed, and magic can’t put her to sleep. Spellcasting. Sparrow is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): cure wounds, entangle, speak with animals, thunderwave 2nd level (3 slots): moonbeam, barkskin Actions Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage with shillelagh or if wielded with two hands. Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1d6 piercing damage. Equipment Leather armor, Traveler’s clothes, Quarterstaff, 2 x Javelin, Herbalism Kit, Flute

Ailein

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Ailein (“Sparrow”) Medium humanoid (half-elf), neutral good Armor Class 12 (leather armor, 16 with barkskin) Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 13 (+1) 13 (+1) 15 (+2) 13 (+1) Skills Medicine +4, Nature +3, Perception +4, Survival +4, Stealth +3, Animal Handling +4 Senses darkvision 60 ft., passive Perception 14 Languages Druidic, Anuirean, Elven Shapechanger. Sparrow can use her action to polymorph into a non-flying beast of CR ½ or less. She can stay in beast form for up to 2 hours, and can return back to her true form earlier by using a bonus action. She retains alignment and Intelligence, Wisdom and Charisma scores. She assumes the beast’s hit points and Hit Dice. She can’t cast spells (though transforming doesn’t break concentration.) She can’t use darkvision unless the new form also has it. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. Fey Ancestry. Sparrow has advantage on saving throws against being charmed, and magic can’t put her to sleep. Spellcasting. Sparrow is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): cure wounds, entangle, speak with animals, thunderwave 2nd level (3 slots): moonbeam, barkskin Actions Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage with shillelagh or if wielded with two hands. Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1d6 piercing damage. Equipment Leather armor, Traveler’s clothes, Quarterstaff, 2 x Javelin, Herbalism Kit, Flute