Path of Wild Magic Barbarian
Level 6
Scourge Aasimar
7'0" Height
30 Years Old
Hollow eyes, pink light pupils
Heart-shaped hole in chest
Nille is an intimidating Aasimar who dodges around questions on who she is with aggrivating, unsettling behavior.
Str
18
Dex
12
Con
17
7 | STR Throw
7 | Athletics
6 | CON Throw
2 | Insight
2 | Perception
2 | Intimidation
Int
13
Wis
8
Cha
8
Warlock shifter. Nille adores him with a quiet enthusiasm, and seems to genuinely want the best for him. Enjoys teasing him and finds him cute, in a cuddly way. He might be a bit offput by her, but that isn't a deterrent.
Famous author and hexblood rouge. Nille is very loud about finding him attractive, and seems to delight in either flirting or tormenting him, depending on interpretation. She was briefly offended realizing that he didn't catch on to her attraction at all.
Garland discovered Nille's second employer, and she's reluctantly allowed him to know more about her employment in order to stay with the party. Currently, he owes her a favor.
Harpy druid and grandpa. Nille knows he's trustworthy, and feels reassured that he has no secrets he's keeping from the party. He's not the type of person she would tease, but she's grateful to have the stable presence in the group.
Garland discovered that Nille was employed by another group to enter and observe the Den, and that she joined their group purely for security while she gathered information. She refused to tell him details about her organization, but insisted that they were "accredited", and as proof showed a medallion hidden in her chest, a proof of membership.
After a battle gone very wrong, Nille took Griss aside to make a request. If she dies in the den, she'd like him to go to a specific city in Tempest and ask for a mage named Mello, who she wants him to meet. All she's said about him is that he and Griss are similar.
Nille has been privately looking into a disease called Moxrot, incurable in Tempest. According to her, it affects magic and makes it unusable, and can only be delayed.
Initiative
1.12
Speed
40 ft
AC
14
2 Melee Attacks
An intricate-looking, if slightly ramshackle, +1 magical warhammer. This item has 3 charges, and regains 1d4-1 at dawn, to a minimum of 1.
Rock. As an action, you may spend one charge to strike the ground as the hammer's core glows with energy. All creatures within a 10-foot radius of you must succeed on a Constitution saving throw as a sound wave reverberates from the impact point - DC 8 +STR+proficiency. On a failure, they take 2d10 thunder damage, or half as much on a success.
Roll. As an action, you may place the hammer up to a surface and activate a droning noise. If maintained for 12 seconds (2 rounds), this disables watchdragons and similar machinery with a weakness to Thunder damage.]
Two small javelins and handaxes that can be thrown.
Any attacks made without weapons.