
Grumthak Valesh
Grumthak Valesh moves through shadows with the practiced efficiency of someone who's learned that invisibility is safer than confrontation. His slate-gray skin bears the pale scars of old mistakes—a slash across his left forearm, a puncture near his collarbone—each one a reminder of lessons paid for in blood. Unlike the brutish half-orcs who swagger and bellow, Grumthak carries himself with precise, economical movements, his tusks barely visible when he speaks in measured tones. A worn leather outfit fits snugly over his broad frame, its pockets and hidden compartments bearing the tools of his trade: lockpicks wrapped in oilcloth, a length of silk rope, a journal where he meticulously records debts owed and promises kept. His dark eyes scan rooms with cold calculation, and the faint scar bisecting his right eyebrow gives his gaze an unsettling intensity. He never speaks casually—each word serves a purpose, often delivered as flat observation rather than attempt at charm. Most mistake his silence for menace when it's simply discipline: Grumthak operates by rules of his own devising, honoring contracts with the same unwavering commitment others reserve for gods.
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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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