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(RG) Fitz's Folly
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<blockquote data-quote="FitzTheRuke" data-source="post: 7798828" data-attributes="member: 59816"><p><strong><span style="font-size: 18px">Qawasha </span></strong></p><p>Medium Humanoid (Human), Neutral Good</p><p></p><p><strong>Armor Class</strong> 11 (16 with barkskin)</p><p><strong>Hit Points</strong> 45</p><p><strong>Hit Dice</strong> 7 @ 1d8+2</p><p><strong>Speed</strong> 30 ft.</p><p></p><p>STR 10 (+0) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 17 (+3) CHA 11 (+0)</p><p></p><p><strong>Saving Throws</strong> INT +4, WIS +6</p><p><strong>Skills</strong> Medicine +6, Nature +4, Perception +6, Survival +7</p><p><strong>Senses</strong> Passive Perception 16</p><p><strong>Languages</strong> Common, Chultan, and Druidic</p><p></p><p><strong>Actions</strong></p><p><strong>Multiattack.</strong> Qawasha makes two Elemental Burst attacks or two Quarterstaff Attacks.</p><p></p><p><strong>Elemental Burst</strong>. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3) fire or lightning damage.</p><p></p><p><strong>Quarterstaff</strong> (shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) magical bludgeoning damage.</p><p></p><p><strong>Spellcasting.</strong> Qawasha casts one of the following spells, using wisdom as the spellcasting ability (spell save DC 14):</p><p></p><p>At-Will: druidcraft, shillelagh, speak with animals</p><p></p><p>2/day each: animal messenger, barkskin, entangle, healing word, longstrider</p><p></p><p>1/day each: daylight, plant growth</p><p></p><p><strong>Bonus Actions</strong></p><p><strong>Wild Shape</strong>. 3/day: Qawasha can magically assume the shape of an ape or a crocodile.</p><p></p><p>He can stay in beast shape for 3 hours before reverting to his normal form (or as a bonus action earlier, or if he falls unconscious, drops to 0 hit points, or dies).</p><p></p><p><strong>Description</strong></p><p>Qawasha is a Chultan Druid and member of the Emerald Enclave. He would like nothing more than to rid the Chultan jungle of its undead menace. As he travels through the jungle, Qawasha calls out the names of unusual flora and fauna around him. The druid also has a knack for camping in places where chwingas dwell, and he has experience dealing with the elemental spirits. Qawasha is 6-foot, 2-inches tall and 180 pounds. He usually travels with his vegepygmy companion, Kupalue (Weed).</p><p></p><p><strong>* * *</strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">Kupalue (Weed)</span></strong> Expert (level 5)</p><p>Medium Plant, Neutral Good</p><p></p><p><strong>Armor Class</strong> 14 (natural armour)</p><p><strong>Hit Points</strong> 27 </p><p><strong>Hit Dice</strong> 6 @ 1d6 + 1)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p>STR 7 (-2) DEX 16 (+3) CON 12 (+1) INT 8 (-1) WIS 11 (+0) CHA 9 (-1)</p><p></p><p><strong>Saving Throws</strong> DEX +6</p><p><strong>Skills</strong> Acrobatics +6, Nature +3, Perception +3, Sleight of Hand +9, Stealth +9</p><p><strong>Damage Resistances</strong> Lightning, Piercing</p><p><strong>Senses</strong> Darkvision 60 ft., Passive Perception 13</p><p><strong>Languages</strong> Understands Common and Chultan but can only speak Vegepygmy</p><p></p><p><strong>Helpful.</strong> Weed can take the Help action as a bonus action.</p><p></p><p><strong>Tools. </strong>Weed has thieves’ tools and a musical instrument (a reed whistle).</p><p></p><p><strong>Cunning Action</strong>. On Weed’s turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.</p><p></p><p><strong>Expertise.</strong> Weed's proficiency bonus is doubled for sleight-of-hand and stealth checks (shown)</p><p></p><p><strong>Plant Camouflage.</strong> Weed has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</p><p></p><p><strong>Regeneration</strong>. Weed regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of its next turn. Weed dies only if it starts its turn with 0 hit points and doesn’t regenerate.</p><p></p><p><strong>Actions</strong></p><p><strong>Claws.</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</p><p></p><p><strong>Sling.</strong> Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 7798828, member: 59816"] [B][SIZE=5]Qawasha [/SIZE][/B] Medium Humanoid (Human), Neutral Good [B]Armor Class[/B] 11 (16 with barkskin) [B]Hit Points[/B] 45 [B]Hit Dice[/B] 7 @ 1d8+2 [B]Speed[/B] 30 ft. STR 10 (+0) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 17 (+3) CHA 11 (+0) [B]Saving Throws[/B] INT +4, WIS +6 [B]Skills[/B] Medicine +6, Nature +4, Perception +6, Survival +7 [B]Senses[/B] Passive Perception 16 [B]Languages[/B] Common, Chultan, and Druidic [B]Actions Multiattack.[/B] Qawasha makes two Elemental Burst attacks or two Quarterstaff Attacks. [B]Elemental Burst[/B]. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3) fire or lightning damage. [B]Quarterstaff[/B] (shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) magical bludgeoning damage. [B]Spellcasting.[/B] Qawasha casts one of the following spells, using wisdom as the spellcasting ability (spell save DC 14): At-Will: druidcraft, shillelagh, speak with animals 2/day each: animal messenger, barkskin, entangle, healing word, longstrider 1/day each: daylight, plant growth [B]Bonus Actions Wild Shape[/B]. 3/day: Qawasha can magically assume the shape of an ape or a crocodile. He can stay in beast shape for 3 hours before reverting to his normal form (or as a bonus action earlier, or if he falls unconscious, drops to 0 hit points, or dies). [B]Description[/B] Qawasha is a Chultan Druid and member of the Emerald Enclave. He would like nothing more than to rid the Chultan jungle of its undead menace. As he travels through the jungle, Qawasha calls out the names of unusual flora and fauna around him. The druid also has a knack for camping in places where chwingas dwell, and he has experience dealing with the elemental spirits. Qawasha is 6-foot, 2-inches tall and 180 pounds. He usually travels with his vegepygmy companion, Kupalue (Weed). [B]* * * [SIZE=5]Kupalue (Weed)[/SIZE][/B] Expert (level 5) Medium Plant, Neutral Good [B]Armor Class[/B] 14 (natural armour) [B]Hit Points[/B] 27 [B]Hit Dice[/B] 6 @ 1d6 + 1) [B]Speed[/B] 30 ft. STR 7 (-2) DEX 16 (+3) CON 12 (+1) INT 8 (-1) WIS 11 (+0) CHA 9 (-1) [B]Saving Throws[/B] DEX +6 [B]Skills[/B] Acrobatics +6, Nature +3, Perception +3, Sleight of Hand +9, Stealth +9 [B]Damage Resistances[/B] Lightning, Piercing [B]Senses[/B] Darkvision 60 ft., Passive Perception 13 [B]Languages[/B] Understands Common and Chultan but can only speak Vegepygmy [B]Helpful.[/B] Weed can take the Help action as a bonus action. [B]Tools. [/B]Weed has thieves’ tools and a musical instrument (a reed whistle). [B]Cunning Action[/B]. On Weed’s turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action. [B]Expertise.[/B] Weed's proficiency bonus is doubled for sleight-of-hand and stealth checks (shown) [B]Plant Camouflage.[/B] Weed has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. [B]Regeneration[/B]. Weed regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of its next turn. Weed dies only if it starts its turn with 0 hit points and doesn’t regenerate. [B]Actions Claws.[/B] Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. [B]Sling.[/B] Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. [/QUOTE]
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