
Klyssara Jinthree
Klyssara is a lean, sinewy figure with scales the color of scorched bronze and deep crimson streaks along her spine. Her face is angular, with a permanent snarl that reveals jagged teeth, and her eyes gleam like molten gold beneath a heavy brow. Burn scars mar her arms and chest, tracing the chaotic history of explosions gone wrong—or right. One hand is missing a finger, the stump crudely cauterized and wrapped in blackened leather. She wears a sleeveless, soot-streaked coat reinforced with fireproof padding, open at the front to reveal a bandolier packed with powder flasks, wrenches, and a brass spyglass. A heavy belt hangs low on her hips, from which dangle mismatched shot pouches and a custom-built, triple-barreled flintlock—etched with draconic runes. Her tail, thick and scarred, flicks impatiently behind her, always on edge. Despite her rough exterior, her claws are deft, and there’s an almost loving touch when she handles the cannons—like a mother with her favorite children.
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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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