Medium Humanoid (Elf), Lawful Good
Armor Class 12 (no armor)
Hit Points 132 (24d8 + 24)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws INT +8, WIS +11, CHA +7
Skills Medicine +9, Nature +5, Perception +9
Senses Passive Perception 19
Languages Common, Druidic, Dwarvish, Elvish, Gnomish, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Timeless Body. The primal magic that Vlaryth wields causes her to age more slowly. For every 10 years that pass, her body ages only 1 year.

Beast Spells. Vlaryth can cast many of her druid spells in any shape she assumes using Wild Shape. She can perform the somatic and verbal components of a druid spell while in a beast shape, but aren’t able to provide material components.

Hearth of Moonlight and Shadow. During a short or long rest, Vlaryth can invoke the shadowy power of the Gloaming Court to help guard her respite. At the start of the rest, she touches a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, she and her allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.

The sphere vanishes at the end of the rest or when she leaves the sphere.

Walker in Dreams. The magic of the Feywild grants Vlaryth the ability to travel mentally or physically through dreamlands.

When she finishes a short rest, she can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying , or teleportation circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where she finished a long rest on her current plane of existence. If she hasn’t taken a long rest on her current plane, the spell fails but isn’t wasted.

Once she uses this feature, she can’t use it again until she finishes a long rest.

Spellcasting. Vlaryth is a High Elf Circle of Dreams archdruid and an 18th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). She has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, resistance, thorn whip, gust, mending, guidance

1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals, animal friendship, beast bond, detect poison and disease, detect magic, thunderwave, longstrider, create or destroy water, purify food and drink, goodberry, healing word

2nd level (3 slots): animal messenger, beast sense, locate object, locate animals or plants, spike growth, skywrite, protection from poison, barkskinbeast sense, pass without trace, gust of wind, warding wind, moonbeam, lesser restoration, healing spirit

3rd level (3 slots): call lightning, daylight, meld into stone, water breathing, dispel magic, plant growth, wind wall, wall of waterwater walk, water breathing, tidal wave, dispel magic

4th level (3 slots): locate creature, stoneskin, freedom of movement, watery sphere, polymorph, guardian of nature, grasping vine, control water

5th level (3 slots): commune with nature, mass cure wounds, tree stride, scrying, control winds, wrath of naturemaelstrom, greater restoration

6th level (1 slot): heal, heroes’ feast, sunbeam, transport via plants, wall of thorns, investiture of wind, wind walk, druid grove, transport via plants, find the path

7th level (1 slot): fire storm, whirlwind, regenerate

8th level (1 slot): animal shapes, tsunami, control weather

9th level (1 slot): foresightshapechangestorm of vengeance

 

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Wild Shape (2/Short Rest). Vlaryth magically the form of a beast or fey with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Vlaryth can choose whether her equipment falls to the ground, melds with her new form, or is worn by the new form. Vlaryth reverts to her true form if she dies or falls unconscious. Vlaryth can revert to her true form using a bonus action on her turn.

Vlaryth assumes the beast, fey, or elemental's hit points and Hit Dice. When she reverts to her normal form, she returns to the number of hit points she had before she transformed. However, if she reverts as a result of dropping to 0 hit points, any excess damage carries over to her normal form. As long as the excess damage doesn’t reduce her normal form to 0 hit points, she isn't knocked unconscious.

While in a new form, Vlaryth retains her game statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and she gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but she lacks. She can cast her spells with verbal or somatic components in her new form.

The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to non-magical attacks.

(Brown BearCrag CatDire WolfGiant EagleGiant OctopusLionTiger)

Balm of the Summer Court. Vlaryth is imbued with the blessings of the Summer Court. She is a font of energy that offers respite from injuries. She has a pool of fey energy represented by 18 d6s.

As a bonus action, she can choose one creature she can see within 120 feet of her and spend a number of those dice equal to 9 or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

She regains all expended dice when she finishes a long rest.

Hidden Paths. Vlaryth can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on Vlaryth's turn, she can teleport up to 60 feet to an unoccupied space she can see. Alternatively, she can use her action to teleport one willing creature she touches up to 30 feet to an unoccupied space she can see.

She can use this feature 5 times, and regains all expended uses of it when she finishes a long rest.

Description

Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order. An archdruid typically has one or more pupils who are druids, and the archdruid’s lair is usually guarded by loyal beasts and fey creatures.
 
Vlaryth (Archdruid) - F, High Elf - pioneer that founded New Mirabar,
  • 200+ years old.
  • Very orderly, unlike her sister.
  • Proficient in leadership and administrative skills.
  • Lives in self-imposed exile and isolation north east of New Mirabar, above the West Mines with her exiled sister.
Vlakyth (Spring Eladrin) - F, High Elf, Female - twin sister of Vlaryth
  • 200+ years old.
  • Very erratic and prone to whimsical fancies.
  • More akin to Eladrins and whimsical fey creatures in personality and temperament than a stereotypical regal and elegant High Elf.
  • Lives in exile and isolation north east of New Mirabar, above the West Mines with her sister.
  • Transformed into a Annis Hag by an unknown corruption from the Shadowfell.

Monster Tags: NPCShapechangerelffey

Habitat: ForestGrasslandHillMountainSwampUnderwaterUrban

zeearrgun

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