Spellcasting. Aisling is a 13th-level spellcaster. her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Aisling has following ranger spells prepared:
1st level (4 slots): cure wounds, hunter's mark, protection from evil and good
2nd level (3 slots): enhance ability, locate object, zone of truth
3rd level (3 slots): Ashardalon's Stride, magic circle, speak with plants
4th level (1 slots): banishment, guardian of nature, locate creature
Multiattack. Aisling makes three attacks, or casts a spell and attacks.
Cunning (Rapier). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Cold (Frost Brand Rapier). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) cold damage.
Mark for the Hunt. Aisling designates a creature to hunt, letting her deal an additional 1d6 damage once a turn to the creature. Additionally, she can add 1d6 to the roll whenever the target of this ability forces her to make a saving throw. These benefits last until she uses this feature again.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Aisling O’Hara is a wood elf, and she is the current head of the Fatecrafters. Dark skinned with long braided hair, she carries two scimitars: Cold and Cunning. At 5’2”, Aisling does not look too intimidating… but she stands up for herself, her country, and her people. Raised on the coasts of Luckalia, she started as a young girl facing the dangers of Braddockin raiders and magics, where fey magic and monstrosities were common. Today, she leads the Fatecrafters and takes jobs that require dealing with fey and monstrosities. She is based in Galacky, Luckalia (Dublin), and is close friends with Merida MacDougen, one of the clan heads of MacKlern.
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.
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