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First Mate Lusilla

First Mate Lusilla is an Imperial who serves under Captain Attreus aboard the Bounty; a merchant ship of the East Empire Company. She is stern and businesslike but more empathic than her captain. She prefers to negotiate when possible but has a strong disdain for pirates, she is loyal to her captain and crew above all else and shows little concern for larger affairs. She handles day to day trade when the Bounty is at port.   Quotes:
"Don't mind the captain, he's a salty old sea dog for sure but there's no captain better when the storm's at our backs. Anything you need?"
"We've a good crew here. Sure the men'll grumble after a few weeks of crusty bread off-shore but they get the job done."
"The Sea of Ghosts is cruel water. Freezes you to your bones if you have the misfortune to go overboard. No saving you then."
"People say Argonian's make the best sailors. Sure that's true enough in Black Marsh. Up here though, cold blood is the last thing you need."
"Captain says I'm too soft. Seeing as I almost never flog the men. Way I see it, they just know me better than to need it. Most of the time."
She wears imperial studded armour and boots, and is equipped with a scimitar, steel dagger, hand crossbow with 1d10 steel blots. She carries two Potion of Minor Stamina, and a selection of uncommon loot and gold.
Children

First Mate Lusilla

Medium Imperial, Mercenary, Lawful Good

Armor Class 16 (Studded)
Hit Points 38 (7d8+7) 7d8+7
Speed: 30 ft

STR

11
( +0 )

DEX

16
( +3 )

CON

12
( +1 )

INT

11
( +0 )

WIS

13
( +1 )

CHA

14
( +2 )

Saving Throws Strength +2, Constitution +3
Skills Acrobatics +5, Insight +3, Perception +3, Persuasion +4
Senses passive Perception 13
Languages Common, Yoku, Jel
Proficiency Bonus +2

Action Surge (1/day). As a free action, Lusilla gains an additional action for use on that turn.   Battle Master Maneuver (4/day). Lusilla has special actions called maneuvers, listed below:   Parry. When another creature damages Lusilla with a melee attack, she can use her reaction to reduce the damage by 1d8+3.   Rally. Lusilla can use a bonus action to bolster one of her companions. Choosing a friendly creature who can see or hear her. That creature gains temporary hit points equal to 1d8+2.   Riposte. When a creature misses Lusilla with a melee attack, she can use her reaction to make a melee weapon attack against the creature. On a hit, she adds 1d8 the attack's damage roll.

Actions

Scimitar. Melee Weapon Attack. +5 to hit, reach 5ft, one target. Hit: (1d6+3) slashing damage.   Steel Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft, or range 20/60 ft., one target. Hit: (1d4 + 4) piercing damage.   Hand Crossbow (steel bolts). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: (1d6+4) piercing damage.

Bonus Actions

Two-Weapon Fighting. Lusilla can make an attack with her off-hand and can add her dexterity modifier to the damage (included in statblock).   Helping Hands. Lusilla can take the Help action as a bonus action on each of her turns in combat.   Second Wind (1/day). Lusilla heals 1d10+3 hit points.

Reactions

Saving Face (1/day). If Lusilla misses with an attack roll or fails an ability check or a saving throw, she gains a bonus to the roll equal to the number of allies within 30ft (Max +5).


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