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
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.