Daelron

Grim Hollow: Campaign Guide p. 257 (Third Party)

Size
Medium
Type
humanoid (elf)
Alignment
lawful good
AC
14 (hide armor)
Hit Points
36 (7d8)
Speed
walk 30 ft.
Saving Throws
Int +5, Wis +6
Skills
Nature +5, Perception +6, Performance +5
Senses
darkvision 60 ft.
Passive Perception
16
Languages
Common, Druidic, Elvish, Primordial
Challenge
4
STR
9
−1
DEX
14
+2
CON
10
+0
INT
14
+2
WIS
17
+3
CHA
15
+2

Traits

Proficiency Bonus

+3

Spellcasting

Daelron is an 8th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following druid spells prepared:

  • Cantrips (at will): druidcraft, guidance, shillelagh
  • 1st level (4 slots): cure wounds, entangle, fog cloud, thunderwave
  • 2nd level (3 slots): flaming sphere, gust of wind, misty step
  • 3rd level (3 slots): conjure plants, sleet storm, protection from energy, wind wall
  • 4th level (2 slots): conjure minor elementals, control water, locate creature

Fey Ancestry

Daelron has advantage on saving throws against being charmed, and magic cannot put him to sleep.

Wild Shape

Daelron can use an action to use his wild shape ability. He follows the wild shape rules as per normal, except instead of transforming into a beast he changes into an elemental.

Actions

Quarterstaff

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, 3 (1d8 - 1) bludgeoning damage if wielded with two hands.

Quaterstaff (with Shillelagh)

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, 7 (1d8 +3) bludgeoning damage if wielded with two hands.

Spells

Druidcraft, Guidance, Shillelagh, Cure Wounds, Entangle, Fog Cloud, Thunderwave, Flaming Sphere, Gust of Wind, Misty Step, Conjure Plants, Sleet Storm, Protection from Energy, Wind Wall, Conjure Minor Elementals, Control Water, Locate Creature

Spell Slots

0,4,3,3,2

Other data

description

Daelron, an elven bard with flamboyant attire who is rumored to be able to walk across the surface of the lake. His secret is that he is a Bondmaker — an elven druid charged with appeasing Spirits of Nature in the Charneault Kingdom. Daelron was sent by the Circle of Bondmakers to figure out what was happening in the Lake of the Twin Waters, in case the recent disturbances have anything to do with the inhabitants provoking a Spirit of Nature.