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Dria is the eldest daughter to the Voxville line. She grew up with her sister Diana Voxville and was brought under the tutelage of The Plague Doctor after the passing of her mother Harmony Voxville. She was deemed to be dead after an unfortunate illness had taken over her.



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Medium Humanoid, Chaotic Evil
Armor Class 10 in humanoid form, 11 in shark and hybrid form
Hit Points 140 (18d8 + 60)
Speed 30 ft., swim 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
21 (+5)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +4
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 40 ft (Only usable in water while in hybrid or shark form), Passive Perception 17
Languages Aquan (Cannot speak in shark form), Common (cannot speak in shark form), Sahuagin (Cannot speak in shark form)
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Shapechanger. The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The wereshark has advantage on Wisdom (Perception) checks that rely on smell.

Blood Frenzy: The shark has advantage on melee Attack rolls against any creature that doesn't have all its hit points.

Water Breathing The wereshark can breathe only Underwater while in shark form.

Amphibious(Hybrid form only). The wereshark  can breathe air and water while in hybrid form.

 

Actions

Multiattack. In shark form, the wereshark makes two claw attacks. In humanoid form, it makes two trident attacks. In hybrid form, it can attack like a shark or a humanoid.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereshark lycanthropy.

Trident (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.

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Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.

Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.

Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.

Creating Your Character

When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type. (The autognome is a noteworthy exception because of its Healing Machine trait.)

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Thri-kreen Traits

As a thri-kreen player character, you have the following traits.

Creature Type

You are a Monstrosity.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Chameleon Carapace

While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.

As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Darkvision

You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Secondary Arms

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Sleepless

You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Thri-kreen Telepathy

Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

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You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Inspiring Leader: (No Action)
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You’ve been a member of The Aces for quite some time now. Long enough to gain some notoriety within the crew as some of Captain Heartless’ go to crew members. Sailing the seas has been something that most of you have come to know for years now. Your Captain, known to be a cold hearted and ruthless man to all outside of the crew, is someone special to The Aces. Every member of the crew respects the captain in a high regard. He takes care of you all; ensures that you are well fed, receive the proper medical treatments, and are enjoying your lives to the fullest. You know that Heartless was once a general of grand army and has defected from them working as a privateer. He thus far moved into a life of piracy with you all by his side.

                About a month ago, you came across a vessel. Your navigator noticed on the ship signs of human trafficking aboard it. Without hesitation, your Captain called his orders and the raid had begun. Human trafficking is something Heartless does not tolerate. You all rescued who you could and were able to take down those who stood in your way.

                Within the raid you acquired a new companion that was rescued while others were brought to the nearest port. Their name, according to the documents you all retrieved, was Ryver. A young human man with peculiar blue markings on his face. He doesn’t speak with others, believed to be mute, but seemingly is able to communicate with the Captain. Because of this, the Captain has taken him under his wing as his apprentice of some kind.

                With Ryver now a part of the crew you continue to sail the seas. You eventually come to a port in Labela where Heartless has arranged a private meeting. Once the meeting has concluded, you set off once more. Following a map of some kind that Heartless retrieved this was just another day. The map supposedly shows a spot where sunken treasure lies. This is where our tale begins. 


Session Journal

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Eberron dragonshards are found in shallow soil, and often encased in geode-like stone shells. Eberron shards can be found almost anywhere, but the most significant deposits have been discovered in jungle environments, notably Q’barra and the distant land of Xen’drik. In their raw form, Eberron shards are rosy crystals with crimson swirls flowing their depths.

Eberron shards are the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use dragonshard dust in place of any spell component that has a cost, unless the DM says otherwise. Dragonshard dust is used in the creation of magic items, and many powerful tools — such as the lightning rail and elemental airships — require an ongoing expenditure of Eberron dragonshards to maintain their enchantments.

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The Sylvan Army intercepted a vessel with kidnapped individuals. They battled and released those that were in captivity later gaining control of the vessel after losing their own. 

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