Medium Humanoid, Neutral
Armor Class 11 natural amour
Hit Points 20 (5d8)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
9 (-1)
CHA
18 (+4)
Senses Passive Perception 9
Languages Common, Dwarvish, Elvish, Halfling
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Melee Attack. Melee Weapon Attack: +1 to hit, reach 10ft., 1 target. Hit: 10 (2d6 + 2) [Piercing] damage.

Reactions

Frozen in shock. when someone attacks her and she doesn't see it coming she spends the next turn in shock and cannot move or take any actions.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Shandra (human noble) is a beautiful young woman with a lot of political power (Charisma 18). She is the daughter of a tribal chieftain and married Chief Filip a few years ago to combine her own tribe with Filip’s tribe, the Tribe of the Moonweavers. Very few in Camp Highmore knows about this union. Shandra has long black hair and piercing blue eyes. She is naïv (Wisdom 9), which becomes obvious when she talks even though her tone is always very friendly. Though she has learned to wield arms and armor, she prefers pretty dresses (AC 11) and leaves the swords in the hands of men.

Ideal: Dominance – Shandra wants to rule over everyone.

Bond: Shandra is dedicated to ruling Camp Highmore and the surrounding region, which failed when she couldn’t marry High Chief Highmore.

Flaw: It was Shandra and her husband Filip which started the corruption in Camp Highmore, which is now being threatened by an elven woman called Imis Elvan.

Intrigue: Shandra’s and Filip’s flaws explains the intrigues of these two characters. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Gunner77898

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