Willwug Leafside
A druid who is a lorekeeper of the Ashen Forest. He is affiliated with the Verdant Sigil and knows of the sad history of the Rose Knight and his cadre of awakened animals. He is going to warn Wes of the dangers of the Kormirra Sisters and the green dragon that inhabits the forest.
Physical Description
General Physical Condition
ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)
Strength 8 -1 ... Strength Ability Checks -1 ... Strength Saving Throws -1 ... Athletics Skill 120 lbs. ... Maximum Carrying Capacity 240 lbs. ... Max. Push or Drag (Speed -5 ft.) 240 lbs. ... Maximum Lift Dexterity 13 +1 ... Dexterity Ability Checks +1 ... Dexterity Saving Throws +1 ... Acrobatics Skill +1 ... Sleight of Hand Skill +3 ... Stealth Skill * Constitution 14 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws Intelligence 8 -1 ... Intelligence Ability Checks +1 ... Intelligence Saving Throws * -1 ... Arcana Skill -1 ... History Skill -1 ... Investigation Skill +1 ... Nature Skill * -1 ... Religion Skill Wisdom 15 +2 ... Wisdom Ability Checks +4 ... Wisdom Saving Throws * +2 ... Animal Handling Skill +2 ... Insight Skill +2 ... Medicine Skill +2 ... Perception Skill +4 ... Survival Skill * Charisma 10 +0 ... Charisma Ability Checks +0 ... Charisma Saving Throws +2 ... Deception Skill * +0 ... Intimidation Skill +0 ... Performance Skill +0 ... Persuasion Skill COMBAT [PHB p. 189] 12 ... Passive Perception +1 ... Initiative Modifier Armor Class 14 ... Armor worn: leather armor, wooden shield 20 ft. Speed ... Base distance per move 24 hit points ... 3d8 Hit Dice Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6+1 slashing damage. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) Shillelagh Club. Melee Spell/Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d8+2 bludgeoning damage. (Cantrip effect on weapon lasts for 1 minute.) FEATURES, TRAITS, SPECIAL ABILITIES Criminal Background [PHB p. 129] • Feature: Criminal Contact. • Traits: Only survivor of a harsh winter. Gentle manner. • Ideal: Your strength rises with your deity's wrath. • Bond: Hopes to reform someday. • Flaw: Sells tips to city guard. Proficiencies & Languages • Proficiency Bonus: +2 • Armor: light armor, medium armor, shields (nonmetal only) • Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear • Tools: gaming set (dice set), herbalism kit, thieves' tools • Saving Throws: Intelligence, Wisdom • Skills: Deception, Nature, Stealth, Survival • Languages: Common, Drudic, Bullywug, Sylvan Bullywug Traits [MM p. 35] • Creature Type: Humanoid • Age: 23 years old • Medium Size (5' 10", 152 lbs.) • Swim Speed (40 ft.) • Amphibious (breathe air and water) • Speak With Frogs And Toads (in Bullywug) • Swamp Camouflage (adv. Stealth in swamps) • Standing Leap (long jump 20 ft., high jump 10 ft., with or without running start) Druid Class Features [PHB p. 65, XGtE p. 23] • Ritual Casting • Wild Shape (max. CR 1/4, no flying or swimming, twice betw. short or long rests) • Speech of the Woods (talk with beasts) • Spirit Totem (aura benefit varies by type, once betw. long rests) No special notes. Spellcasting [PHB p. 201] Spell Attack Modifier +4 Spell Save DC 12 Cantrips Known: Resistance, Shillelagh Prepared Spells 1st Level (4 slots): Detect Magic, Cure Wounds, Faerie Fire 2nd Level (2 slots): Healing Spirit, Hold Person EQUIPMENT & TREASURE Carried Gear [PHB, p. 143]: leather armor (AC 11), shield (AC +2), scimitar, club, dagger, sling and 20 stones, belt pouch, crowbar, set of dark common clothes with a hood. (This load is about 41 lbs.; add 1 lb. per 50 coins carried
(* includes +2 proficiency bonus; ** includes expertise, if any)
Strength 8 -1 ... Strength Ability Checks -1 ... Strength Saving Throws -1 ... Athletics Skill 120 lbs. ... Maximum Carrying Capacity 240 lbs. ... Max. Push or Drag (Speed -5 ft.) 240 lbs. ... Maximum Lift Dexterity 13 +1 ... Dexterity Ability Checks +1 ... Dexterity Saving Throws +1 ... Acrobatics Skill +1 ... Sleight of Hand Skill +3 ... Stealth Skill * Constitution 14 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws Intelligence 8 -1 ... Intelligence Ability Checks +1 ... Intelligence Saving Throws * -1 ... Arcana Skill -1 ... History Skill -1 ... Investigation Skill +1 ... Nature Skill * -1 ... Religion Skill Wisdom 15 +2 ... Wisdom Ability Checks +4 ... Wisdom Saving Throws * +2 ... Animal Handling Skill +2 ... Insight Skill +2 ... Medicine Skill +2 ... Perception Skill +4 ... Survival Skill * Charisma 10 +0 ... Charisma Ability Checks +0 ... Charisma Saving Throws +2 ... Deception Skill * +0 ... Intimidation Skill +0 ... Performance Skill +0 ... Persuasion Skill COMBAT [PHB p. 189] 12 ... Passive Perception +1 ... Initiative Modifier Armor Class 14 ... Armor worn: leather armor, wooden shield 20 ft. Speed ... Base distance per move 24 hit points ... 3d8 Hit Dice Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6+1 slashing damage. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) Shillelagh Club. Melee Spell/Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d8+2 bludgeoning damage. (Cantrip effect on weapon lasts for 1 minute.) FEATURES, TRAITS, SPECIAL ABILITIES Criminal Background [PHB p. 129] • Feature: Criminal Contact. • Traits: Only survivor of a harsh winter. Gentle manner. • Ideal: Your strength rises with your deity's wrath. • Bond: Hopes to reform someday. • Flaw: Sells tips to city guard. Proficiencies & Languages • Proficiency Bonus: +2 • Armor: light armor, medium armor, shields (nonmetal only) • Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear • Tools: gaming set (dice set), herbalism kit, thieves' tools • Saving Throws: Intelligence, Wisdom • Skills: Deception, Nature, Stealth, Survival • Languages: Common, Drudic, Bullywug, Sylvan Bullywug Traits [MM p. 35] • Creature Type: Humanoid • Age: 23 years old • Medium Size (5' 10", 152 lbs.) • Swim Speed (40 ft.) • Amphibious (breathe air and water) • Speak With Frogs And Toads (in Bullywug) • Swamp Camouflage (adv. Stealth in swamps) • Standing Leap (long jump 20 ft., high jump 10 ft., with or without running start) Druid Class Features [PHB p. 65, XGtE p. 23] • Ritual Casting • Wild Shape (max. CR 1/4, no flying or swimming, twice betw. short or long rests) • Speech of the Woods (talk with beasts) • Spirit Totem (aura benefit varies by type, once betw. long rests) No special notes. Spellcasting [PHB p. 201] Spell Attack Modifier +4 Spell Save DC 12 Cantrips Known: Resistance, Shillelagh Prepared Spells 1st Level (4 slots): Detect Magic, Cure Wounds, Faerie Fire 2nd Level (2 slots): Healing Spirit, Hold Person EQUIPMENT & TREASURE Carried Gear [PHB, p. 143]: leather armor (AC 11), shield (AC +2), scimitar, club, dagger, sling and 20 stones, belt pouch, crowbar, set of dark common clothes with a hood. (This load is about 41 lbs.; add 1 lb. per 50 coins carried
Comments