Syliir Darkwillow

Graceful and Deadly Drow Huntress

Description:
Female Drow Elf
NG Medium Humanoid
Class: Rogue (Scout) / Ranger (Gloom Stalker) / Monk (Kensei)
Level: 4/4/8
Height: 5’10", Weight: 135
Hair: Dark Blue, Eyes: Amethyst, Skin: Dusky Purple
Age: 115
Background: Fallen Noble
Passive Perception: 22, Passive Investigation: 20, Passive Stealth: 30
Ability Score Modifier Saving Throw
STR 10 + 0 + 0
DEX 20 + 5 + 10
CON 14 + 2 + 2
INT 11 + 0 + 5
WIS 14 + 2 + 2
CHA 14 + 2 + 2
AC: 20 (22)
Armor Worn: Bracers of Defense (Agile Parry)
Initiative: + 9
Speed: 45 (Climb 45, Swim 45)
Proficiency: + 5
Hit Points: 136
Hit Dice: 4d10/12d8
Number of Attacks: 2
Resistances and Immunities
Damage Resistances: Cold
Damage Immunities: Poison
Condition Immunities: Poisoned
Weapon Attack Bonus Damage Range Notes
Annûnil + 13 1d8 or 1d10 + 8 slashing + 1d6 acid Finesse, Versatile
+ 1 Silver Dagger + 11 1d6 + 6 piercing 20/60 Light, Finesse, Thrown
+ 1 Longbow + 11 1d8 + 6 piercing 150/600 Ammunition, Heavy, Two-Handed
Unarmed + 11 1d6 + 6 bludgeoning
Skill Name Total Ability Proficiency Temp.
Acrobatics + 10 DEX ( 5 ) + 5 + 0
Animal Handling + 7 WIS ( 2 ) + 5 + 0
Arcana + 0 INT ( 0 ) + 0 + 0
Athletics + 10 STR ( 0 ) + 5 + 5
Deception + 2 CHA ( 2 ) + 0 + 0
History + 5 INT ( 0 ) + 5 + 0
Insight + 2 WIS ( 2 ) + 0 + 0
Intimidation + 2 CHA ( 2 ) + 0 + 0
Investigation + 10 INT ( 0 ) + 5 + 5
Medicine + 2 WIS ( 2 ) + 0 + 0
Nature + 10 INT ( 0 ) + 5 + 5
Perception + 12 WIS ( 2 ) + 5 + 5
Performance + 2 CHA ( 2 ) + 0 + 0
Persuasion + 7 CHA ( 2 ) + 5 + 0
Religion + 0 INT ( 0 ) + 0 + 0
Sleight of Hand + 5 DEX ( 5 ) + 0 + 0
Stealth + 15 DEX ( 5 ) + 5 + 5
Survival + 12 WIS ( 2 ) + 5 + 5
FEATS
Perceptive, Stealthy
Other Proficiencies
Tool Proficiencies: Calligrapher’s Supplies ( + 5), Poisoner’s Kit ( + 5), Thieves’ Tools ( + 5)
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Shields
Languages: Common, Elvish, Drow Sign Language, Thieves’ Cant, Sylvan, Undercommon, Thassilonian

Annunil.png

GEAR
Annûnil, + 1 Silver Dagger, +1 Longbow, Efficient Quiver, 60 Arrows, Boots of the Winterlands, Bracers of Defense, Cloak of Elvenkind, Driftglobe, Figurine of Wondrous Power (Silver Raven), Handy Haversack, Heward’s Handy Spice Pouch, Horn of Silent Alarm, Insignia of Claws, Instant Fortress, Periapt of Proof Against Poison, 4 Potions of Vitality, Ring of Water Walking, Rope of Climbing, 2 Vials of Antitoxin, Bedroll, Blanket, Calligrapher’s Supplies, Scroll Case, Climber’s Kit, Fine Clothes, Traveler’s Clothes, Healer’s Kit, 2 Vials of Holy Water, 2 Vials of Ink, 2 Ink Pens, Mess Kit, Steel Mirror, 10 Sheets of Paper, 4 Doses of Drow Poison, Poisoner’s Kit, 4 Potions of Healing (2d4 + 2), 2 Potions of Greater Healing (4d4 + 4), 2 Potions of Superior Healing (8d4 + 8), 2 Potions of Supreme Healing (10d4 + 20), Sealing Wax, Signet Ring, Soap, Tankard, Two-Person Tent, Thieves’ Tools, Tinderbox, Waterskin, Whetstone
Total Weight Carried: 11/150 lbs.
Current Cash: 210 gp, 10 sp, 27 cp
ANNÛNIL
Annûnil (The Sunset Star) is Darkwillow family Moonblade. It is a + 3 mithril silver longsword. The blade was forged from mithril, and images of leaves, vines, and stars are etched into it. Powdered moonstones have been inlaid along the blade to make runes and stars. A small silver raven charm (a figurine of wondrous power) dangles from the pommel by a silken braid. The hilt and scabbard are covered with intricately-detailed purple and silver silk wrappings. See full description below.
BRACERS OF DEFENSE
During her time aboard the Wavecutter (an Elven pirate vessel of some renown), Syliir was given a pair of magical bracers by the master of arms, ThIron. These silver bracers are elf-made and are carved with images of a ship at sail (one in day, the other at night). In addition to their normal magical properties, these bracers warn the wearer of impending danger, granting a + 2 bonus to Initiative. The bracers also seem to have the heart of a sailor, as the wearer will feel occasional urges to consume more than a healthy share of alcoholic beverages.
CLOAK OF ELVENKIND
This magnificent cloak was once a gift to the Darkwillows from a grateful Drow refugee who happened to be a superb craftsman. The cloak is now one of the few remaining items that Syliir has from her mother. The cloak is made of black silk interwoven with faint silvery threads. Syliir has lined the interior with soft black sable fur, and lined the edges with black wolf fur. The Darkwillow family symbol is proudly displayed as a mithril clasp. In addition to the cloak’s normal properties, it also has the Temperate minor property which ensures that the wearer suffers no harm in temperatures as cold as -20 degrees or as warm as 120 degrees. It also has the Metamorphic quirk, which causes minor shifts in the cloak’s appearance. These shifts come in the form of spiders. The silver threading in the cloak sometimes take the shape of spiders that seem to crawl across the cloak or to descend from webs. Of course these are not real and are only two-dimensional, made up of the silk threading. If one were to look closely at these spiders and webs, one would see the threading actually restitching itself during these animations.
INSTANT FORTRESS
When this magical fortress is summoned, all observing it can immediately tell its exotic make. The fortress’ build strongly suggest ties to Elven culture, as it looks very similar to many buildings found throughout the Elvish lands of the Mierani Forest. The stones of the tower are dark and glossy, with many shades of blue and black, reminiscent of an evening sky after sunset. Exotic vines and flower grow up from the foundations. The thick wood of the support beams and floors inside are polished to a high gleam. There is a raised roof over the battlements. Gargoyles in the shape of fairy dragons and other fey creatures line the upper floors and look out over the surrounding area. The interior has 2 stories plus a roof level. The 2 interior levels each have one large common area and 3 smaller rooms. Each common room has a table with six chairs and a large fireplace with cooking pot. Inside each of the smaller rooms are accommodations that one would attribute to the needs of an elf noble; thick fur rugs, opulent paintings, plush beds, and so on. The center room on the upper floor is slightly larger than the others and also contains shelves lined with various non-magical books on almost every subject. Occupants inside the fortress suffer no harm in temperatures as cold as -20 degrees or as warm as 120 degrees.
SPECIAL ABILITIES
Agile Parry
If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a + 2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Boots of the Winterlands
Resistance to Cold, Ignore difficulty when moving through ice or snow, can ignore temperatures up to -100 degrees.
Climbing (45 feet)
You have a climbing speed.
Cloak of Elvenkind
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Darkvision (150 feet)
You have superior darkvision.
Deflect Missile (1d10 + 13)
Use reaction to reduce damage from ranged attacks.
Deft Strike
When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Dread Ambusher
You gain a bonus to your Initiative equal to your Wisdom bonus. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
Drow Magic
Dancing Lights (at will), Darkness (1/day), Faerie Fire (1/day)
Evasion
If you succeed at a Dexterity save for half damage, you take none instead.
Favored Enemy (Undead)
+ 2 bonus to damage, track, and recall information.
Fey Ancestry
Advantage on saving throws against being charmed, and magic can’t put you to sleep.
Flurry of Blows
1 ki: After taking the Attack action, make two unarmed attacks as a bonus action.
Kensei’s Shot
You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapons type. You retain this benefit until the end of the current turn.
Ki (8/short rest)
Spend ki to activate certain special monk abilities.
Ki-Empowered Strikes
Unarmed strikes and Kensei weapons count as magical.
Martial Arts (1d6)
Unarmed attacks deal extra damage and may use Dex or Str; after taking the Attack action, you may make one unarmed strike as a bonus action.
Natural Explorer
Advantage on initiative rolls, ignore difficult terrain, on the first turn of combat you have advantage on attack rolls against enemies that have not acted yet, travel benefits.
Path of the Kensei
Longswords and Longbows are monk weapons for you.
Patient Defense
Spend 1 ki to take the Dodge action as a bonus action on your turn.
Perceptive
Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Primeval Awareness
Communicate with beasts and detect enemies.
Ring of Water Walking
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Slow Fall (-40 damage)
Use reaction to reduce falling damage by 5x monk level.
Sneak Attack ( + 2d6)
Finesse or ranged weapons deal extra damage when you have adjacent ally or advantage.
Stealthy
You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
Step of the Wind
1 ki: Take Disengage or Dash action, double jump for turn.
Stillness of Mind
Action to end effect causing you to be charmed or frightened.
Stunning Strike (Con save, DC 14)
1 ki: Creature struck with melee attack is stunned until end of your next turn.
Sunlight Sensitivity
Disadvantage on attack rolls and Perception when in direct sunlight.
Swimming (45 feet)
You have a swim speed.
Trance
Meditate for 4 hours a day, gain benefit of 8 hours of sleep.
Umbral Sight
You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Unarmored Defense
You AC equals Dex + Wis when not wearing armor or using a shield.
Unarmored Movement ( + 10’)
Gain increased speed when not wearing armor or using shield.
SPELLS (Ranger)
Spell Attack: + 7
Spell Save DC: 15
Spell Slots: 1st-Level: 3
1st Level
Cure Wounds, Disguise Self, Goodberry, Hunter’s Mark
ROLE PLAYING
Personality Traits
Confusingly Strong Code of Ethics – “Others are unable to comprehend my strong code of honor.”
Wanderlust – “I was driven to leave my home by wanderlust.”
Ideals
Nature – “No matter what is created by the civil world, the natural world is more important.”
Bonds
Relic – “I would die to recover an ancient relic of my family that was lost long ago.”
Flaws
Fight Fair – “I will rarely fight fairly, I’m much more likely to kill you in your sleep.”
Benefit
Position of Privilege – Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Bio:
ANNÛNIL
This is the Darkwillow family Moonblade. The sword is long and curved, resembling the katanas of Tien rather than the more traditional western longswords found throughout Varisia. The scabbard and hilt have been expertly crafted, with images of flowers and vines stitched in silk. The blade itself has been etched with powdered moonstones. The etchings are of vines flowing upward from the hilt, and within the vines are 8 elven runes, 1 for each of Annûnil’s previous owners and 1 for it’s present owner (Syliir).

Annunil.png

Runes 1-3
The first 3 runes provide magical enhancement bonuses and allow this sword to function as a + 3 mithril silver longsword.
Rune 4
The sword deals an additional + 1d6 acid damage to creatures and objects it strikes. The acid is not from an alchemical process, but a result of the magical properties of the powdered moonstones etched into the blade (more like a phosphor reaction). Creatures wounded by this sword will have wounds with a distinctive purplish-silver color.
Rune 5
The sword gains the Finesse property.
Rune 6
The sword scores critical hits on a roll of 19-20.
Rune 7
The sword may cast Haste once per long rest, and Cure Wounds (as a 3rd level spell, 3d8 + 4) three times per long rest. These spells may only be cast upon the attuned wielder. Since Annûnil is intelligent and quite powerful, the sword can decide on its own when to cast the spells, using its own actions, and can even maintain concentration on the Haste spell so the wielder doesn’t have to.
Rune 8
This is Syliir’s rune. This rune allows the wielder to summon forth an Elfshadow. An elfshadow is the manifestation of the spirit of one of the sword’s previous owners. The game statistics for the elfshadow are the same as for the Shadow (MM), but the elfshadow is not undead and is immune to effects that turn or affect undead, and the elfshadow doesn’t create new shadows. The elfshadow cannot travel more than 120 feet from the sword, and the elfshadow disappears if it is farther away. The elfshadow appears as it did in life, but is translucent with a faint blue tint. The elfshadow can aid the wielder in combat, if necessary, or it may impart warnings or give advice as needed. Like its other spell abilities, Annûnil can call forth an elfshadow if it feels that one of the ancestral spirits would have helpful knowledge or be able to assist in combat. Should Syliir fall in combat, but not be slain outright, a powerful elfshadow (stats as a greater shadow) will appear and take up Annûnil, and fight to protect her. Once this greater elfshadow ability has been used, the sword will only function as a + 1 weapon until a long rest is spent to reattune it. Also, the elfshadow ability may not be used again until the next full moon.
Personality
Annûnil is an intelligent sword, and has the following stats:
Alignment: NG
Int: 12, Wis: 14, Cha: 12
Senses: Hearing and Darkvision (120 feet)
Passive Perception: 17
Communication: The sword communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to alert the wielder. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.
Languages: Common, Elvish, Sylvan
Special Purpose:
Slay Undead. Annûnil’s previous owner, Syliir’s mother, was the victim of a plot by an evil necromancer turned lich, and the sword was lost for a time after her disappearance. Since then, the sword has come to hate undead more than any other type of foe.
Special Purpose Power:
+ 2d6 radiant damage. Any undead struck by this sword in combat will suffer this additional damage.
Minor Property
Detect Undead (120 feet). The sword will alert its owner if any undead come within 120 feet.
Moonfire. As a bonus action, the wielder can cause the blade to ignite in a blue fire that glows like flickering moonlight. This casts bright light up to 20 feet away, and dim light for an additional 20 feet. The wielder may decrease the amount of light shed, down to a minimum of 5 feet.
Detail
The sword is a symbol of power among elves and fey. Elves and fey will automatically recognize the sword as a Moonblade, as will others that make a History check (DC 15). The Darkwillow family crest is etched into the blade, just above the hilt.
Quirk
Blissful. Annûnil is extremely excited to not only be reuinited with a Darkwillow heir, but to also have that heir be worthy enough to attune with. This elation is shared with not only Syliir, but also to those in close proximity. Those within 10 feet of the sword will feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures of nature might frolic in the sword’s presence.
History of the Moonblades
Each moonblade was tied to the elven bloodline that first claimed the blade and was passed from descendant to descendant until there were no more worthy heirs. Every elf in the family had a choice to attempt to bond with the blade. If the elf chose to bond with the blade, they were subjected to the moonblade’s bladerite in which the sword judged the character of the prospective wielder. The wielder was not only judged by his own character but also by the characters of all it’s previous wielders. With each new wielder the blade became harder to obtain by the next user. Any elf judged unworthy by the blade was subjected to the consequences of the bladerite, which usually resulted in immediate death by arcane fire. A claimed blade never bonded with an elf that did not carry the bloodline of the original family, making the blade’s magics useless in the hands of anyone else.
Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.

Syliir Darkwillow

Legends of Thassilon kerkuta MichaelPerry