FOLKS AND FACTIONS
Niamh, Queen of Dolphinia
Medium humanoid (half-elf), Neutral
Druid 6/Wizard 11
Armor Class: 15
HP: 77 (6d8+11d6)
Speed: 30 ft.
STR 13 (+1) DEX 9 (-1) CON 11 INT 19 (+4) WIS 18 (+4) CHA 15 (+2)
Saving Throws: INT +10, WIS +10 (adv on saves vs charm)
Skills: Animal Handling +8, Arcana +10, History +10, Insight +10, Investigation +10, Nature +10, Perception +10, Persuasion +8
Senses: darkvision 60 ft, passive Perception 20
Languages: Common, Elvish, Druidic, Sylvan, Draconic
Spellcasting. Niamh is a multi-classed Druid and Wizard. She casts Druid spells at 6th level. Wisdom is the ability for these spells (spell save DC 18, +10 spell attack). Shes casts Wizard spells at 11th level. Intelligence is the ability for these spells (spell save DC 18, +10 spell attack). She generally will prepare the following spells:
Cantrips (at-will): fire bolt, friends, guidance, light, mending, poison spray, produce flame, ray of frost, shocking grasp
1st Level (4 slots): animal friendship, cure wounds, detect magic, healing word, mage armor, shield
2nd Level (3 slots): continual flame, gust of wind, levitate, mirror image, misty step, moonbeam, scorching ray, see invisibility
3rd Level (3 slots): call lightning, dispel magic, fear, plant growth, protection from energy, sleet storm, stinking cloud, water breathing, water walk
4th Level (3 slots): control water, ice storm, Mordenkainen's faithful hound
5th Level (2 slots): hold monster, wall of force
6th Level (1 slot): arcane gate
7th Level (1 slot)*
8th Level (1 slot)*
9th Level (1 slot)*
* As a multiclassed spellcaster, Niamh gains spell slots as a 17th-level caster but can only prepare Druid spells up to 3rd level and Wizard spells up to 6th level. She can however cast any prepared spell at one of these higher levels making the spell more powerful while expending the spell slot.
Druid Circle of the Land. Niamh is in the Order of the Druidic Circle of the Land. As such, she gains access to bonus land spells (already included in her spellcasting trait).
Arcane Recovery. After completing a short rest, Niamh may recover up to 6 Wizard spell slot levels of 5th level or less in any combination. (usuable 1/day)
Natural Recovery. After completing a short rest, Niamh may recover up to 3 Druid spell slot levels in any any combination up to 3rd level. (usuable 1/day)
Land Stride/ Niamh may move through nonmagical difficult terrain as if it were normal terrain without expending extra movement. She can also pass through nonmagical plants without being slowed or harmed by them. She also gains advantage on saves against magical plants or spells that impede movement.
Conjuration Savant. As a specialist Conjurer, Niamh only needs to spend half as much gold and time needed to copy a conjuration spells into her spellbook.
Focused Conjuration. Niamh's concentration can't be broken when she takes damage while she is concentrating on a conjuration spell.
ACTIONS
Scimitar Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6+3 slashing damage (magic silvered weapon)
Benign Transposition. Niamh can use an action to teleport up to 30 ft to an unoccupied space that she can see. Or, she can also use this ability to switch places with a willing target in range of size Small or Medium. (usuable 1/day but recharges whenever she casts a conjuration spell of 1st level or higher)
Minor Conjuration Niamh can use an action to conjure forth an inanimate object to her hand or upon the ground in an unoccupied space within 10 feet of her that she sees. The object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object. The object does radiate dim light out to 5 feet. The object disappears after 1 hour or if it takes damage. Once it disappears, Niamh may use this ability again.
Wild Shape. Twice a day, Niamh may use an action to assume the shape of a beast with CR 1/2 or less (including those with a swimming speed) and remain in this form for up to 3 hours. She retains her alignment, personality, INT, WIS and CHA scores as well as skill and save proficiencies. All other statistics are equal to the beast form she assumes. Some are her preferred forms include the elk (for charging and melee combat), the panther (for speed) and the dolphin (for aquatic escape or travel).
Niamh is the formidable Queen of Dolphinia, the largest of the five Floating Kingdoms. She is a half-elf of exquisite beauty. She is 5'4" tall and weighs 115 pounds. She has fair skin, long red hair and emerald green eyes. She is 65 years of age (middle-age for a half-elf). She is often described as an extrovert, lively, intelligent and strong willed. The daughter of Taran, a wealthy and successful human merchant, and Alana, a wood-elf duchess, Niamh is one of the wealthiest heiresses in the five kingdoms. She is the oldest of three children (she has a sister named Aelith and a brother Adime, both half-elves). Niamh was elected Queen in 1653 by the Chamber of Matriarchs following the abdication of Binne of Moonpearl.
Duchess Alana of Woodhaven, the queen's mother, always had high hopes for her family. Her children received the best education as a result. Alana's court is renowned and a mecca for minstrels, artists and musicians. Queen Niamh has likewise been a great patron of the arts and literature attracting all manner of bards, artists and scholars to her court. During her childhood, she developed skills of conversation, dancing, music, riding, hunting and playing various games of court. She is a consummate actress, shrewd politician and highly perceptive judge of character. She can sometimes be somewhat capricious however as she doesn't suffer fools lightly.
The Queen always wears a magical suit of +2 studded leather even under her court dress and carries a +2 silvered scimitar most of the time, especially when her Moon Guard are not in attendance. In combat, she uses her formidable magical talent to its fullest always attempting to separate attacking enemies through a policy of 'divide and conquer.' If members of her guard are with her, they are instructed to hold back engaging in melee at first. Instead, they protect the person of the Queen while see attempts to cast her area of effect spells first such as sleet storm, stinking cloud and ice storm. If an opponent proves to be a bigger challenge than she expected, she will cast her spells using one of her higher spell slots in order to cause greater damage.
NOTE: As with all of the queens in the Floating Kingdoms, it is well known that Niamh is in possession of one of the legendary artifacts known as the Tide Jewels. The Tide Jewels are rumored to be highly magical objects gifted by the gods of the storm and sea. They grant those attuned to them various enchanted protections, spell powers and certainly other abilities not generally known by others.