D&D character art of Elorith Vynar, a male Elf Paladin

Elorith Vynar

Created By Kasper

Elorith is a towering Whisper Elf Exemplar, a warrior whose very presence demands both awe and respect. His keen, golden-hinted eyes gleam with an unwavering determination, reminiscent of the elves of Golarion but touched by something more—perhaps destiny itself. His movements are as fluid as they are calculated, each step a silent promise of either deliverance or destruction. Born under the grim shadow of the Demon Hunted, Elorith’s past is marked by relentless conflict. A demon once nearly claimed his life, leaving him with the Scar of the Survivor, a grim testament to his resilience. The wound should have been fatal, but he endured, rising stronger than before. Now, his body refuses to succumb to death so easily, hardened by battle and sheer will. At his back, he carries Barro’s Edge, an imposing two-handed sword that thrives in the heat of battle. The blade thirsts for vengeance, its magic flaring when it strikes down wounded foes, punishing them for daring to persist. Yet, it is no mere weapon of carnage—each strike saps the strength of his enemies and mends his own wounds, as if the sword itself refuses to let its wielder fall. A master of both Athletics and Intimidation, Elorith wields not only his sword but also his sheer presence as a weapon. He stands unshaken before giants and demons alike, his booming commands capable of turning tides and forcing lesser foes to reconsider their resolve. His sharp mind is not limited to the battlefield—he is a survivor, a tactician, and a hunter of horrors that lurk in the dark. Where others flinch, he advances; where others fall, he endures. He is called "The Brave" for his unmatched courage, stepping fearlessly into the abyss where others would turn back. He is known as "Peerless Under Heaven" because none can claim to match him, not in the art of war, nor in his unbreakable will. Whether leading warriors into battle or standing alone against impossible odds, Elorith is a legend in the making—a slayer of demons, a survivor of death, and a warrior whose name will echo through history.

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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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