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Emmie May Jupon in Dungeons & Dragons 5e

Homebrew

Emmie May Jupon CR: 4

Medium humanoid (tiefling), chaotic neutral
Armor Class: 11 (17 with Barkskin)
Hit Points: 52 (8d8 + 16) 8d8+16
Speed: 30 ft

STR

12 +1

DEX

13 +1

CON

14 +2

INT

12 +1

WIS

18 +4

CHA

10 +0

Saving Throws: Wisdom +7
Skills:

Arcana +4, Medicine +7, Nature +4

Damage Resistances: Fire
Senses:

Darkvision 60 ft, Passive Perception 14

Languages: Common, Abyssal, Druidic
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +3

Spellcasting. Charlie's spellcasting ability is Wisdom (spell save DC 15, +7 spell bonus). She has the following spells prepared:

  • At Will: Druidcraft, Friends, Frostbite, Guidance
  • 1st-level (4 slots): Charm Person*, Fog Cloud, Entangle, Healing Word
  • 2nd-level (3 slots): Barkskin, Spike Growth, Suggestion*

* Can cast each of these spells 1/Day without expending a spell slot.


Potent Cantrips. If cantrips do damage, they do an additional +7 bonus damage.

Actions

Cold Iron Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 3 (1d4 + 1) slashing damage. The weapon's damage is considered magical if used against fiend, celestial, or sylvan creatures for the purpose of overcoming resistance/immunity to nonmagical weapons.

Usual Tactics

1st Turn - Cast Barkskin on herself, fall back to a defensible position, cast Frostbite on an enemy within range.

2nd Turn - Cast Spike Growth to either hit a cluster of enemies or control enemy access on the battlefield. Attempt to set up Merylwyn's Meat Grinder with allies if possible.

3rd Turn - Keep concentration on Spike Growth, keep in a defensible position, cast Frostbite on an enemy within range or Healing Word on an ally.

Suggested Environments

The Karswell Forest, Mordent (Domains of Dread)


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