Fellherm of the Swamps

Human, Hermit , Druid [Circle of the Land- 8]

Strength Dexterity Constitution Intelligence Wisdom Charisma
9 [-1] 12 [+1] 12 [+1] 11 [+0] 20 [+5] 9 [-1]
Emissary.jpg

Alignment: True Neutral

Experience: 48630 [Next 9 at 48000]
Wounds: 70 [8+ Con, +7x D8+Con]
Saving Throws: Intelligence, Wisdom.
AC: 16 (Hide [12] + Dex [1] + Shield [2] + Staff [1])
Passive Perception: 15

Proficiencies: [+3]
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears.
Armour: Light Armour, Medium Armour, Shields.
Tools: Herbalism Kit, Alchemy Kit.
Skills: Animal Handling, Medicine, Nature, Religion.
Languages: Common, Druidic, Sylvan, Primordial.

Feats and Abilities:

  • Discovery: In your isolation you have discovered something known to very few others. Your research was into the Gulthias tree and the ancient evil tainting Barovia.
  • Druid:
    • Druidic: You can speak the language 'druidic' and understand signs written in this language.
    • Wild Shape: Uses Action. Use this feature twice per Short Rest. Bonus Action to revert back.
      • Lasts for 4 hours.
      • Challenge Rating [1], Swim [Yes], Fly [Yes]
  • Circle of the Land: Swamp
    • Natural Recovery: During a Short Rest recover spell slots equal to half Druid level [4].
    • Circle Spells: Gain additional spells for your circle (Marked with *).
    • Land's Stride: Nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
    • In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
  • War Caster:
    • Advantage on Concentration checks.
    • May perform somatic components with a hand holding a weapon.
    • May use a spell as an Attack of Opportunity.
  • Blessing of Delban, the Star of Ice and Hate:
    • Cast 'Cone of Cold' at will [Used- 0]
    • Ignore all weather effects based on extreme cold.

Equipment:

  • The Nameless Staff: A staff of solid ice found on a dead wizard within the Amber Temple. Fellherm added his druid tokens to it and inserted one of the 'Wizard of Wines' magical acorns, harnessing its natural magical power. Once the third gem was inserted the staff took on a mind of its own, revealing itself to be one of nine legendary gems.
    • Quarterstaff (D6; Bludgeoning; Versatile [D8])
    • +3 Druidic Focus with green glowing gem acorn.
    • Resist Cold damage.
    • +1 AC
    • True Neutral. 60ft awareness.
    • 5 Charges: Use to cast the following.
      • Cone of Cold [5]
      • Fog Cloud [1]
      • Ice Storm [4]
      • Wall of Ice [4]
      • Recharge D6+4 at dawn each day.
  • Wooden Shield:
    • +2 AC
  • Fellherm's Robes: A heavy fur cloak worn over many layers of robes and thick hide armour, all mounted with bone amulets and druidic tokens.
    • Common Clothes and Robes
    • Hide Armour (12 + Dex [Max 2]).
  • Sangzor's Bounty: A massive goat skull taken from the legendary goat Sangzor after it was slain in the Balinok mountains and pelt worn as a cape.
    • Sangzor's skull and pelt.
  • Backpack:
    • Bedroll, Mess Kit, Tinderbox, Waterskin, 50ft Rope, Grappling Hook, Winter Blanket, Vial of Summoning Goop, Small Bone Knife.
  • Small Pouch:
    • 12x Rations
    • Pouch of Amber Golem dust.
  • Scroll Case: Overflowing with pieces of paper from Fellherm's research while in isolation and notes on the Amber Temple.
  • Herbalism Kit and Alchemy Kit.
  • Tribal Artefact: A brass orb with ancient green glowing arcane markings.
  • 'Youth':
    • Potion of attractiveness.

Platinum 0
Gold 0
Silver 0
Copper 0

Hidden under the floor boards in the Blue Water Inn:

  • Kasimir's Spellbook
  • Ventnor's Spellbook
  • Tome of Understanding

Transformations

Dire Wolf

Strength Dexterity Constitution
17 [+3] 15 [+2] 15 [+2]

Speed: 50ft
Size: Large
AC: 14
HP: 37

Skills: Perception +3, Stealth +4
Keen Hearing and Smell: Advantage to Perception tests using these senses.
Pack Tactics: The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Attacks: Bite (+5; 2D6+3; Piercing; If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.)

Giant Owl

Strength Dexterity Constitution
13 [+1] 15 [+2] 12 [+1]

Speed: 5ft, fly 60ft.
Size: Large
AC: 12
HP: 19

Skills: Perception +5, Stealth +4
Dark Vision: 60ft.
Keen Hearing and Sight: Advantage to Perception tests using these senses.
Fly By: Don't suffer Attacks of Opportunity.
Attacks: Beak (+3; D6+1; Piercing)


Spellcasting

Spell Save DC: 19 (8 + Prof [+3] + Wisdom [+5] + Staff [+3])
Spells Slots: 1st: 4 2nd: 3. 3rd: 3. 4th: 2.

  • Change spells on Long Rest

Cantrips: 4

Spells Known: 13 [Druid Level + Wisdom]

1st

2nd

3rd

4th

Staff of Frost Spells


Fellherm's tribe has lived in Barovia longer than anyone living can remember, occupying the forests and swamps of the land. As civilisation cleared lands the druids and barbarians were driven away from civilisation. Fellherm's father and the rest of his tribe refused to leave their ancestral lands, vowing to stay and fight. Just a boy, Fellherm fled with the tribes ancient artefact and his new wife. As the rest of the tribe died the pair settled in the swamps.

They lived here for half a century, the forest and swamp providing what they needed to survive and raising a young family. Eventually Fellherm's wife died of old age, but due to his magic and connection to the orb his life was extended. His eldest son fell in with the druids of Yesterhill, corrupted by the influence of Strahd, but still Fellherm stayed in isolation. His son made him promise not to get involved in the affairs of Count von Strahd, whom he now served, and unwilling to be tainted by the evil of the Gulthias tree Fellherm agreed. Fellherm watched for years as Strahd corrupted the lands with his evil but kept his promise. Eventually in his research he discovered something horrible about Barovia and realised he could no longer stay hidden from the world. After his son died at the hands of the Bastard of Barovia Fellherm found his magical oath removed and set out to fight the forces corrupting the natural order in Barovia.

Hermit:
Life of Seclusion: Caretaker of an ancient ruin or relic.
Personality 1: I often get lost in my own thoughts, ignoring those around me.
Personality 2: I'm oblivious to social expectation.
Ideal: Contemplation is the path towards magical power.
Flaw: I crave power above all else, and will do anything to obtain it.
Flaw: Fire terrifies me.
Flaw: I am apathetic in most situations.
Bond: I entered seclusion because I loved someone I should not have.


Wolves

  • Challenge Rating [1/4]
  • Medium beast
  • Armor Class 13
  • Hit Points 11
  • Speed 40ft.

STR 12 (+1)
DEX 15 (+2)
CON 12 (+1)
INT 3 (-4)
WIS 12 (+1)
CHA 6 (-2)

  • Skills Perception +3, Stealth +4
  • Passive Perception 13
    • Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Bite: +4 to hit; 2d4 + 2; piercing. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Barovian Aqua-Drakes [Crocodiles]

  • Challege Rating [1/2]
  • Large beast
  • Armour Class 12 (natural armour)
  • Hit Points 19
  • Speed 20ft., swim 30ft.

STR 15 (+2)
DEX 10 (+0)
CON 13 (+1)
INT 2 (-4)
WIS 10 (+0)
CHA 5 (-3)

  • Senses passive Perception 10
  • Skills Stealth +2
  • Hold Breath. The crocodile can hold its breath for 15 minutes.
  • Bite. Melee Weapon Attack: +4 to hit; D10 + 2; piercing; the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Giant Spiders

  • Challenge Rating [1]
  • Large beast, unaligned
  • Armor Class 14 (natural armour)
  • Hit Points 26
  • Speed 30ft., climb 30ft.

STR 14 (+2)
DEX 16 (+3)
CON 12 (+1)
INT 2 (-4)
WIS 11 (+0)
CHA 4 (-3)

  • Senses blindsight 10ft., darkvision 60ft., passive Perception 10
  • Skills Stealth +7
  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Walker. The spider ignores movement restrictions caused by webbing.
  • Bite. Melee Weapon Attack: +5 to hit; D8 + 3; piercing; target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Web [Recharge 5-6]. Ranged Weapon Attack: +5 to hit, range 30f60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Barovian Strangler [Giant Constrictor Snake]

  • Challenge Rating [2]
  • Huge beast
  • Armour Class 12
  • Hit Points 60
  • Speed 30ft., swim 30ft.

STR 19 (+4)
DEX 14 (+2)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)

  • Senses blindsight 10ft., passive Perception 12
  • Skills: Perception +2
  • Bite. Melee Weapon Attack: +6 to hit; reach 10ft; 2D6 +4; piercing damage.
    • Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
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