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Omisha is a long time friend of Erato. Where Erato was a little more fortunate, Omisha was not. During the corruption period of their home, Erato only seemed to have changed in appearance where as Omisha fell ill overall. After a while being away from the islands she was born to, she began to grow weaker and weaker. Soon she fell into a coma like state and has yet to awaken. 

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Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (leather armor)
Hit Points 85 (10d10 + 3)
Speed 30 ft.
Roll Initiative! +1
STR
18(+4)
DEX
12(+1)
CON
16(+3)
INT
10(0)
WIS
10(0)
CHA
10(0)
Damage Vulnerabilities Fire
Languages Any one language (usually Common)
Challenge 4 (1100 XP)
Proficiency Bonus +2
MAGIC RESISTANCE

Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects.

SPEAK WITH BEASTS AND PLANTS

Speak with Beasts and Plants. The mutant can communicate with beasts and plants as if they shared a language.

TREE STRIDE

Tree Stride. Once on their turn, the dryad can use 10 feet of their movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions
MULTIATTACK. THE MUTANT MAKES TWO ATTACKS WITH THEIR CUTLASS AND OR TENTACLE

Multiattack. The mutant makes two attacks with their cutlass and or tentacle.

CUTLASS

Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4) slashing damage

TENTACLE

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 4) bludgeoning damage,

CONSTRICT

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

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The council that rules over Risla. They work together to discuss political, economic, and more for the country. As representatives of the country they also maintain relationships with other leaders.

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You are a child of a god of grapes, wine, parties, and madness. Possible domains for your godly parent include Trickery, Madness, Nature, Life, or Chaos.


Child of Avaija Traits

Ability Score Increase

Your Wisdom and Charisma scores increase by 1.

Friend of Wine

You learn the Acid Splash cantrip. You may choose Wisdom or Charisma as your spellcasting ability for it.

Child of Madness

You cannot be magically charmed or frightened. You are immune to poison and the poisoned condition. When you drink alcohol, you choose how drunk you become and how quickly you become sober.

Party Starter

When in a place where people gather socially, (a pub, tavern, inn etc) you may attempt to start a party. Roll a d20 and add your charisma modifier against a DC 12 (or higher based on DM’s discretion).  If you succeed, you create a more lighthearted mood in the place. For the next 10 minutes, or longer based on the DM’s discretion, you have advantage on all charisma checks made in the area. You may attempt to start a party once per hour per establishment. (or sooner based on DMs discretion, for instance if a large group comes in after you failed to start a party)


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Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
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You are tracking down an specific individual referred to as the "Shadow Figure" By finding this person on behalf of the Mercenary Guild they will help you with people or things you are tracking. Everything starts with some annoyances and an altercation in the Dyonis Park

Your goal is to find any type of information on this individual at the very least. The guild will be staying in touch through a guild token while they work on your tasks.


Session Journal

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You gain a +1 bonus to attack and damage while wielding this magical weapon.

This rapier first appears to be a plain, solid metal bar measuring approximately 6 inches long. The bar has a hidden button which can be found with a DC 20 Intelligence (Investigation) check.

Pressing the button activates springs and gears hidden inside the bar that unsheath the weapon, causing a retractable blade to spring forth from the top, a small pommel to emerge from the bottom, and curved metal to extend from the sides creating a simple ringed hilt around the wielder's hand.

Pressing the button again sheaths the weapon, returning it to its original appearance as a plain, solid metal bar.

Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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A Frecian ship carry a load of explosives was caught up in the mix of an attack. The vessel was destroyed. The ship was believed to be traveling to Divelinson.

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