D&D character art of Couatl, a male Yuan-ti Wizard

Couatl

Created By Anatoly

Couatl is a young sorcerer of the yuan-ti people, whose reptilian nature is nearly imperceptible. The only hint of his serpentine heritage lies in his bright golden eyes—though he keeps them hidden behind teashades, those round, black lenses that guard him from curious stares. His skin is smooth and warm in a Mediterranean tone, without a single scale or visible marker of his yuan-ti ancestry. In place of the once-elegant garb bearing little more than symbolic detail, Couatl now wears a more practical, innovative cloak crafted from sturdy yet lightweight deep-blue fabric. Reinforced by fine metallic threading, its seams offer added protection and durability. Hidden pockets and small magical seals run along the hem and sleeves, allowing quick access to essential items or even an on-the-fly spell—an ideal setup for extended travels where every second can be critical. At his wrists, broad leather bracelets adorned with onyx stones bear intricate carvings, hinting at the profound magical experiments Couatl undertakes to perfect his craft. Perched atop his head is his familiar black leather wizard’s hat, crowned with a large ruby said to serve as an “energy reservoir,” enabling him to unleash his most daring spells at a moment’s notice. Couatl’s entire appearance reflects his forward-looking ethos: he melds ancient traditions with unconventional thinking, forging a truly unique magical style. His practical gear is far more than mere ornamentation—it’s an essential toolkit for new discoveries and bold endeavors.

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Maerwyn Vale

Medium Humanoid, Chaotic Neutral

AC 12

Initiative +1 (11)

HP 40 (9d8)

Speed 30 ft.

ModSave
Str9-1-1
Int14+2+4
ModSave
Dex13+1+1
Wis16+3+5
ModSave
Con11+0+0
Cha13+1+1

Skills Arcana +4, Nature +4, Medicine +5

Gear Sickle, Herb Pouch

Senses Passive Perception 13

Languages Common, Sylvan

CR 2 (XP 450; PB +2)

Traits

Coven Hex. When a creature Maerwyn can see within 30 feet of her hits her with an attack roll, that creature has Disadvantage on its next attack roll before the end of its next turn.

Actions

Thornwhip. Melee Attack Roll: +3, reach 15 ft. Hit: 5 (1d8 + 1) Piercing damage, and Maerwyn pulls the target up to 10 feet straight toward herself.

Brew of Slumber (Recharge 5–6). Maerwyn hurls a clay flask that shatters at a point she can see within 30 feet. Each creature in a 10-foot-radius Sphere centered on that point makes a DC 13 Constitution saving throw. On a failed save, a creature has the Poisoned condition and falls Unconscious for 1 minute. The effect ends for a creature if it takes damage or another creature takes an action to shake it awake.

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