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Ariel

Challenge
Tags
Terrain
str
10
dex
12
con
14
int
12
wis
14
cha
10

AC 11 (16 with barkskin)

HP 39 (6d8 + 12; bloodied 19)

Speed 30 ft.


Proficiency +2; Maneuver DC 11

Saving Throws Str +2, Wis +4

Skills Animal Handling +4, Medicine +4, Nature +3 (+1d6), Perception +4

Senses passive Perception 14

Languages Common, Druidic


Spellcasting. The druid is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). They have the following druid spells prepared:

Cantrips (at will): druidcraft , produce flame , shillelagh

1st-level (4 slots): entangle , longstrider , speak with animals , thunderwave

2nd-level (3 slots): animal messenger , barkskin


ACTIONS

Shillelagh (True Form Only). Melee Spell Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d8 + 2) magical bludgeoning damage. 

Bite (Medium or Large Beast Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 11 (2d8 + 2) piercing damage.

Beast Form. The druid magically transforms into a Large or smaller beast or back into their true form. While in beast form, they retain their game statistics, can’t cast spells, and can’t speak. The druid’s Speed increases by 10 feet, and when appropriate to their beast form they gain climb, fly, or swim speeds of 40 feet. Any equipment the druid is wearing or wielding merges into their new form.

Produce Flame (Cantrip; V, S). Ranged Spell Attack: +4 to hit, range 30 ft, one target. Hit: 4 (1d8) fire damage.

Entangle (1st-Level; V, S, Concentration). Vines erupt in a 20-foot square centered on a spot on the ground within 120 feet. The area is difficult terrain for 1 minute. Each creature in the area when the spell is cast makes a DC 12 Strength saving throw . On a failure, it is restrained by vines. A creature restrained in this way can use its action to make a Strength check (DC 12), freeing itself on a success.

Thunderwave (1st-Level; V, S). Thunder rolls from the druid in a 15-foot cube. Each creature in the area makes a DC 12 Constitution saving throw . On a failure, a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the druid. On a success, a creature takes half damage and is not pushed.

Description

Ariel is a midwife and herb supplier. She spends much of her time in the local wilderness collecting supplies. She once adventured and is a somewhat accomplished druid. She helps Lady Sybill minister to the needs of the community and generally does so willingly, but she has been known to have a sharp word for anyone who has injured themselves doing something foolish or dangerous.

Behavior

Ariel has become the de facto voice of the rules of Holdenshire since Lord Pemberton fell ill. Her attentions have been entirely on tending to the community as best as possible under the unfortunate circumstances brought with the harsh winter winds. Ariel is always found with her fellow clergy (Prikka Strongfist) diligently carrying out the duties of administration in Hengistbury and Thornbury. Her sharp tongue has been honed into a razor’s edge lately, and making some of the townsfolk believe she’s downright scornful of them all for being overly careless.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.