
Jorathyn Wispweaver
Jorathyn Wispweaver is a petite halfling with a slender frame, her smooth, sun-kissed skin now showing the graceful touch of age. Her wild, auburn curls, interspersed with strands of silver that catch the light, have grown more abundant with age, framing her wise and serene face. Her large, emerald-green eyes, still sparkling with intelligence and curiosity, are now often accompanied by a pair of delicate, silver-rimmed glasses that rest on her nose, adding to her scholarly appearance. Jorathyn wears a deep charcoal robe adorned with intricate silver runes and natural motifs like leaves and vines, signifying her high status and druidic connection within the Sylvan Institute of Arcana. A delicate, glass orb swirling with faint green mist dangles from her belt, glowing softly in dim light and serving as a symbol of her mastery over arcane energies. She also carries a staff entwined with living vines and flowers, further emphasizing her connection to nature. Despite her advanced years, Jorathyn's presence exudes a blend of wisdom, mystery, and grace, making her an inspiring and respected leader at the institute. Her attire often includes small, natural tokens such as feathers and crystals, reflecting her reverence for the natural world and her druidic roots.
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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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