
Zenthar Quorin
Zenthar Quorin stands at an average height, his form lean yet wiry. His skin is a warm caramel tone, adorned with numerous intricate tattoos that depict mechanical devices and alchemical symbols. His tousled hair is a deep copper, contrasting with his striking emerald-green eyes, which are framed by narrow spectacles. He is clad in a patchwork leather coat, featuring multiple pockets and holsters, each containing various tools and gadgets of his own invention. A small, clockwork raven perches on his shoulder, its metallic feathers gleaming in the light.
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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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