FitzTheRuke
Legend
Qawasha
Medium Humanoid (Human), Neutral Good
Armor Class 11 (16 with barkskin)
Hit Points 45
Hit Dice 7 @ 1d8+2
Speed 30 ft.
STR 10 (+0) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 17 (+3) CHA 11 (+0)
Saving Throws INT +4, WIS +6
Skills Medicine +6, Nature +4, Perception +6, Survival +7
Senses Passive Perception 16
Languages Common, Chultan, and Druidic
Actions
Multiattack. Qawasha makes two Elemental Burst attacks or two Quarterstaff Attacks.
Elemental Burst. 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.
Quarterstaff (shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) magical bludgeoning damage.
Spellcasting. 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
Bonus Actions
Wild Shape. 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).
Description
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).
* * *
Kupalue (Weed) Expert (level 5)
Medium Plant, Neutral Good
Armor Class 14 (natural armour)
Hit Points 27
Hit Dice 6 @ 1d6 + 1)
Speed 30 ft.
STR 7 (-2) DEX 16 (+3) CON 12 (+1) INT 8 (-1) WIS 11 (+0) CHA 9 (-1)
Saving Throws DEX +6
Skills Acrobatics +6, Nature +3, Perception +3, Sleight of Hand +9, Stealth +9
Damage Resistances Lightning, Piercing
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Common and Chultan but can only speak Vegepygmy
Helpful. Weed can take the Help action as a bonus action.
Tools. Weed has thieves’ tools and a musical instrument (a reed whistle).
Cunning Action. On Weed’s turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Expertise. Weed's proficiency bonus is doubled for sleight-of-hand and stealth checks (shown)
Plant Camouflage. Weed has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. 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.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Medium Humanoid (Human), Neutral Good
Armor Class 11 (16 with barkskin)
Hit Points 45
Hit Dice 7 @ 1d8+2
Speed 30 ft.
STR 10 (+0) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 17 (+3) CHA 11 (+0)
Saving Throws INT +4, WIS +6
Skills Medicine +6, Nature +4, Perception +6, Survival +7
Senses Passive Perception 16
Languages Common, Chultan, and Druidic
Actions
Multiattack. Qawasha makes two Elemental Burst attacks or two Quarterstaff Attacks.
Elemental Burst. 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.
Quarterstaff (shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) magical bludgeoning damage.
Spellcasting. 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
Bonus Actions
Wild Shape. 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).
Description
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).
* * *
Kupalue (Weed) Expert (level 5)
Medium Plant, Neutral Good
Armor Class 14 (natural armour)
Hit Points 27
Hit Dice 6 @ 1d6 + 1)
Speed 30 ft.
STR 7 (-2) DEX 16 (+3) CON 12 (+1) INT 8 (-1) WIS 11 (+0) CHA 9 (-1)
Saving Throws DEX +6
Skills Acrobatics +6, Nature +3, Perception +3, Sleight of Hand +9, Stealth +9
Damage Resistances Lightning, Piercing
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Common and Chultan but can only speak Vegepygmy
Helpful. Weed can take the Help action as a bonus action.
Tools. Weed has thieves’ tools and a musical instrument (a reed whistle).
Cunning Action. On Weed’s turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Expertise. Weed's proficiency bonus is doubled for sleight-of-hand and stealth checks (shown)
Plant Camouflage. Weed has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. 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.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
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