Medium Humanoid (Human), Neutral Good
Armor Class 19 (mariner’s studded leather, shield +1)
Hit Points 90 (12d10 + 24)
Speed
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +9, INT +5
Skills Acrobatics +9, Athletics +12, Insight +8, Perception +8, Persuasion +12, Stealth +9, Survival +8
Senses Passive Perception 18
Languages Common, Elvish, Infernal, Primordial, Sahuagin, Thieves’ Cant
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Cunning Action. Zehira can take a bonus action on each of her turns to take the Dash, Disengage, or Hide action.

Fancy Footwork. During her turn, if Zehira makes a melee attack against a creature, that creature can’t make opportunity attacks against her for the rest of her turn.

Rakish Audacity. Zehira adds her CHA modifier (+2) to her initiative rolls. She doesn’t need advantage on the attack roll to use Sneak Attack against a creature if she is within 5 ft. of it, no other creatures are within 5 ft. of her, and she doesn’t have disadvantage on the attack roll.

Sneak Attack (1/Turn). Zehira deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and Zehira doesn’t have disadvantage on the attack roll. Also see Rakish Audacity.

Spellcasting. Zehira is a 12th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Zehira has the following ranger spells prepared: 1st level (4 slots): cure wounds, goodberry, zephyr strike 2nd level (3 slots): darkvision, lesser restoration 3rd level (2 slots): water breathing

Actions

Multiattack. Zehira makes two attacks with either her club, dagger, or rapier.

Club +3. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

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

Zehira Deryan (zeh-HEER-uh DAIR-yuhn). Zehira is the daughter of Turmish merchants. She has keen dark eyes, olive skin, and black hair that she keeps in a tight braid. As a child, she often accompanied her parents on their trade travels and developed a passion for the sea. She works hard to prove herself.

Personality: I am intelligent, kind, adventurous, and always excited to meet people from other cultures.

Ideal: I believe I have a greater purpose in life and want to protect the greater good.

Bond: I am proud to be Turmish and want my country to be safe and prosperous.

Flaw: I can be a little reckless in my pursuit of service and adventure

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.

Eschatus

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