
Jexyra Windwhisper
Jexyra Windwhisper moves like a breeze—light, quick, and impossible to catch if she doesn’t want to be caught. Her skin is a soft, seafoam blue with faint, swirling patterns like wind currents curling along her arms and neck. Wisps of silvery-white hair float around her face as if the wind itself can’t bear to leave her alone, and her eyes shimmer like sunlit waves—mischievous, sharp, and always looking for the next opportunity. A playful smirk seems permanently etched on her lips, and there’s an easy grace to the way she carries herself—like every room is hers, and she’s just letting you stay in it. A faint breeze always follows in her wake, stirring the air when she’s excited (which is often) and brushing against anyone who stands too close. She wears a loose, open-front vest in deep navy, revealing an intricate tattoo of a compass rose over her collarbone, its needle always pointing slightly askew. A collection of silver rings jingle softly on her fingers, and a thin, curved dagger with an elegantly etched handle is never far from her hand. Around her waist, a sash of pale silk is tied with an elaborate knot—just to prove she can do it better than anyone else.
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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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