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Aylin, Warden of Moonlit Dawn

A ranger and druid just outside of Rochmond, Aylin is the daughter of Pelor and Selûne. The only non-lycanthrope of the gods, she is seen as an adept tracker and healer to all she meets. Though she spends a bit more time caring for the wilderness Aylin still ensures the people of the Lost Empire are safe and well taken care of. She is usually seen wearing brown leather armor, a cloak embroidered with the sun and moon, and a powerful long bow slung over her shoulder, in search of a sibling she cannot remember.
Children
Pronouns
She/Her
Eyes
Upturned green eyes
Hair
Short platinum blond hair
Skin Tone/Pigmentation
Dark pearlescent skin, with freckles that look like twinkling stars
Height
6'1"
Weight
163 lbs

Aylin, Warden of Moonlit Dawn

Medium Demigod, Neutral Good

Armor Class 21 (Moon Touched Studded Leather Armor)
Hit Points 540 (30d10+300)
Speed: 40 ft. Fly: 60 ft.

STR

20
( +5 )

DEX

26
( +8 )

CON

30
( +10 )

INT

18
( +4 )

WIS

28
( +9 )

CHA

24
( +7 )

Saving Throws Dex +16, Con +18, Wis +17, Cha +15
Skills Insight +14, Medicine +14, Perception +14, Survival +10, Nature +10
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities Radiant and Poison
Condition Immunities Charmed, Frightened, Exhaustion, Poisoned
Senses Darkvision 120 ft., Passive Perception 24
Languages All, Telepathy 120ft.
Challenge Rating 26
Proficiency Bonus 8

Aylin is a 30th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks).

She has the following spells prepared:

Ranger Spells (no material components needed):

1st level (at will): Hunter’s Mark, Cure Wounds, Protection from Evil and Good
2nd level: Moonbeam, Lesser Restoration, Pass without Trace
3rd level: Daylight, Conjure Animals
4th level: Freedom of Movement, Guardian of Nature
5th level: Greater Restoration, Commune with Nature

Druid Spells:

Cantrips (at will): Druidcraft, Guidance, Produce Flame, Resistance, Thorn Whip
1st level (at will): Entangle, Healing Word, Faerie Fire
2nd level: Flaming Sphere, Lesser Restoration
3rd level: Plant Growth, Revivify
4th level: Dominate Beast, Stone Shape
5th level: Wall of Stone, Greater Restoration
6th level: Heroes’ Feast
7th level: Fire Storm, Plane Shift (self and Solinar only)
8th level: Animal Shapes
9th level: Shapechange (to celestial creatures)


Demi-God’s Endurance

Aylin has advantage on all saving throws against spells and magical effects.

Aura of Light

Aylin emits bright light in a 20-foot radius and dim light for an additional 20 feet. Allies within the bright light gain advantage on saving throws against being charmed or frightened.

Keeper’s Radiance

Her attacks count as magical for overcoming resistance and immunity. Once per turn when she hits with a weapon attack, she can deal an additional 4d8 radiant damage.

Light Companion: Solinar

A golden hawk, Solinar (meaning "Light's Song"), acts as her celestial companion:

  • Constantly orbits Aylin within 5 ft.
  • Adds +2 to her AC against ranged attacks.
  • As a bonus action, Aylin can command Solinar to emit a Blinding Flash (DC 24 Con save or blinded until end of their next turn).

Solinar cannot be killed while Aylin is conscious but can be banished for 1 minute if targeted by Banishment.

Celestial Wild Shape

Aylin can use her Wild Shape to transform into celestial beasts (CR 8 or lower), gaining radiant attacks in beast form.

Uses: 4/day

Master Herbalist

With 1 hour of work and 25 gp of herbs, Aylin can craft potent medicinal draughts:

  • Cure greater wounds (restores 8d8+15 HP)
  • Neutralize poison or disease
  • Grant 10 temporary hit points
  • Remove one level of exhaustion

She can carry up to 5 draughts at once.

Mythic Trait: True Child of Light

When Aylin is reduced to 0 hit points for the first time, instead of falling unconscious, she immediately regains 300 hit points, and for the next minute, she gains the following benefits:

  • All her attacks deal an extra 4d8 radiant damage.
  • Solinar transforms into a large celestial hawk and fights alongside her.
  • She automatically succeeds on saving throws against spells and magical effects.

Actions

Multiattack: Aylin makes two melee attacks.

Celestial Longsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 6) slashing damage plus 14 (4d6) radiant damage.

Bow of Dawnsong: Melee Weapon Attack: +16 to hit, range 150/600., one target. Hit: 17 (2d8+8) piercing damage plus 14 (2d8) radiant damage.

Radiant Sun Bolt: Ranged Spell Attack: +14 to hit, range 30/90 ft., one target. Hit: 15 (2d6 + 7) radiant damage.

Legendary Actions

Aylin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

Light Step. Aylin teleports up to 30 feet into an unoccupied space she can see.
Radiant Shot. Aylin makes a single ranged attack with her longbow.
Call Solinar (Costs 2 Actions). Solinar triggers a Blinding Flash without using Aylin’s bonus action.

Lair Actions

When fighting in her sacred grove or a moonlit sanctum, Aylin can use lair actions on initiative count 20:

  • Illuminate the battlefield, removing magical darkness.
  • Call down beams of moonlight: 3 creatures must make a DC 24 Dex save or take 8d10 radiant damage.
  • Heal all allies for 30 hit points.


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