
Attenor Lysandere
Attenor Lysandere, a commanding Illuskan human, exudes strength and wisdom—core traits of his noble lineage. With his tall and scholarly presence, Attenor naturally garners respect and attention. His piercing blue eyes reveal a depth of contemplation and insight, refined through years of dedicated scholarship and solitary meditation, as he delves into the arcane mysteries. As a Cleric of the Arcana Domain, Attenor is a dedicated servant of the Lady of Mysteries, vigilantly preserving the delicate threads of fate. His pragmatic scale mail attire embodies both his divine purpose and modest character. Armed with a simple quarterstaff and a shield emblazoned with the symbol of Mystra, Attenor uses these sacred symbols as affirmations of his unwavering faith and disciplined spirit. Initially initiated into druidic magic, Attenor's bond with nature and primal energies provided the foundation for his eventual journey into clerical life. This rich background equips him to navigate destiny's intricate pathways as a vigilant seer and guardian. With steadfast determination, he listens to the whispers of fate and magic, committed to steering events along their destined paths under Mystra's watchful gaze.
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Maerwyn Vale
Medium Humanoid, Chaotic Neutral
AC 12
Initiative +1 (11)
HP 40 (9d8)
Speed 30 ft.
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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