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Nyx Lowen

Nyx Lowen

Tiny fey, chaotic neutral

Druid (Circle of Spores) Level: 3 Familiar: Vesper Adolescent Violet Faerie Dragon

Armor Class 15 (Feathered Scale Mail (Medium Armor))
Hit Points 28 (3D8)
Speed 10 ft. Walking 30 ft. Flying
STR
12
(+1)
DEX
12
(+1)
CON
16
(+3)
INT
10
(+0)
WIS
18
(+4)
CHA
9
(-1)
Saving Throws Str:+1, Dex:+1, Con:+3, Int:+2, Wis:+6, Cha:-1
Skills Athletics:+1, Acrobatics:+1, Sleight of Hand:+1, Stealth:+1, Arcana:+0, History:+0, Investigation:+0, Nature:+2, Religion:+0, Animal Handling:+6, Insight:+4, Medicine:+4, Perception:+6, Survival:+6, Deception:-1, Intimidation:-1, Performance:-1, Persusasion:-1,
Damage Resistances None
Damage Immunities None
Condition Immunities None
Senses Passive Perception 16
Languages Common, Sylvan, Thieves Cant, Druidic
Challenge 0 (10 XP)

Background. Witherbloom Student

Tool Prof. Herbalism Kit.

Equipmemt. Medium Armor (Scale Mail - Feathers), Wooden Bone Sickle "Wish Bone"

Feats. Mounted Combatant, Strixhaven Initiate

Spellcasting. The Nyx Lowen is a 3-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Prepare 7 Spells 2 Cantrips Spell Save DC: 8 + Wis Mod + Prof Bonus Spell Attack Modifier: Wis Mod + Prof Bonus

Cantrips (at will): Primal Savagery, Infestation, Chill Touch, Halo of Spores, Symbiotic Entity, Wild Shape, Spare the Dying

1st level (4 slots): Cure Wounds, Inflict Wounds, Fog Cloud, Faerie Fire, Absorb Elements, Charm Person, Create or Destroy Water, Detect Magic, Detect Poison and Disease, Earth Tremor, Entangle, Goodberry, Healing Word, Ice Knife, Jump, Longstrider, Protection from Evil and Good, Purify Food and Drink, Speak with Animals, Thunderwave, Animal Friendship, Beast Bond, Snare

2nd level (2 slots): Lesser Restoration, Blindness/Deafness, Wither and Bloom, Gentle Repose, Barkskin, Continual Flame, Darkvision, Dust Devil, Earthbind, Enhance Ability, Enlarge/Reduce, Flame Blade, Flaming Sphere, Hold Person, Locate Animals or Plants, Locate Object, Moonbeam, Pass without Trace, Protection from Poison, Skywrite, Spike Growth, Warding Wind, Air Bubble, Animal Messenger, Beast Sense, Dust Devil, Find Traps, Gust of Wind, Healing Spirit, Heat Metal

Faerie Fire (Does not count against prepared spells). Area: You fill a 20-foot cube within 60 feet with colorful light. Saving Throw: Targets inside must make a Dexterity saving throw against your Spell Save DC. The Benefit: Affected creatures glow. Any attack roll against an affected creature has Advantage if the attacker can see them. The Counter: Affected creatures cannot benefit from being Invisible

Fog Cloud (Free without using a spell slot). The Fog: You create a 20-foot-radius sphere of fog centered on a point you choose within range. The fog spreads around corners. Heavily Obscured: The area inside the cloud is heavily obscured. Any creature inside effectively suffers from the Blinded condition when trying to see something within or through the fog. Environmental Interaction: A moderate wind (at least 10 miles per hour) disperses the fog after 1 round. Range: 120 ft Duration: Concentration 1 hour

Actions

Cast Spell. Can cast a lvl 1 or lvl 2 spell.

Cast Cantrip. Can cast a cantrip.

Activate Symbiotic Entity. Spend a wild shape to gain 12 temporary hit points and spore buffs. Spore Buffs: Every time you hit a creature with a melee weapon attack, you deal an extra 1d6 necrotic damage. For example, attacking with your "Wish Bone" Sickle will deal 1d4 + 1 slashing damage + 1d6 necrotic damage. Halo of Spores: When an enemy enters a space within 10 feet of you, or starts its turn there, you can use your Reaction to deal 1d4 necrotic damage (or 2d4 if Symbiotic Entity is active). They must fail a DC 14 Constitution save to take the damage. Duration: 10 Minutes or until all temporary hits points are lost.

Wild Shape. Transform into a CR 1/4 Beast. Duration: druid lvl halved rounded down.

Attack. Swing your "Wish Bone" Sickle (+3 to hit, 1d4+1 slashing). If Symbiotic Entity is active, add +1d6 necrotic damage.

Dash. Double your speed.

Disengage. Move away safely.

Hide. Move to Cover: Use your movement to get behind a wall, obstacle, or heavy obscurity. Use Your Action: State that you are taking the Hide action. Roll Stealth: Roll a d20 and add your Stealth modifier (+1 for your character).The DM Secret Check: The Dungeon Master compares your total roll against the Passive Perception of the enemies (or an active Perception check if an enemy is actively searching for you).Success: If your roll beats their Perception, you are officially hidden.

Dodge. Disadvantage on Attacks: Until the start of your next turn, any attack roll made against you has Disadvantage—if you can see the attacker. Advantage on Dexterity Saves: Any Dexterity saving throws you make before your next turn are rolled with Advantage.

Interact. You can interact with one object during your move or your main action without spending any extra resources.

Reactions

Halo of Spores. When an enemy enters a space within 10 feet of you, or starts its turn there, you can use your Reaction to deal 1d4 necrotic damage (or 2d4 if Symbiotic Entity is active). They must fail a DC 14 Constitution save to take the damage.

Opportunity Attack. If an enemy walks away from your melee reach without disengaging, you can strike them with your sickle.