Starsong Hill
Spoiler: Sellyria Starsinger
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Medium Humanoid (elf)
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Armor Class 12 (hide armor)
HP 35
Speed 35 ft
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Str -1, Dex +0, Con +0
Int +2, Wis +3, Cha +2
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Saving Throws Int +5, Wis +6
Skills Animal Handling +6, Nature +5, Perception +6, Persuasion +5, Survival +6
Senses darkvision 60 ft
Languages Elvish, Common, Druidic, Sylvan
CR 5 (1800 XP)
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Fey Ancestry. Sellyria has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Sellyria can attempt to hide even when she is only lightly obscured by natural phenomena.
War Caster. Sellyria has advantage on Constitution saving throws that she makes to maintain concentration on a spell when she takes damage. She can perform the somatic components of spells even when she has weapons or a shield in both hands. When a hostile creature’s movement provokes an opportunity attack from her, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Spellcasting. Sellyria is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sellyria has the following druid spells prepared:
Cantrips (at will): guidance, mending, produce flame
1st level (4 slots): cure wounds, goodberry, entangle, speak with animals
2nd level (3 slots): animal messenger, enhance ability, flaming sphere, lesser restoration
3rd level (3 slots): call lightning
4th level (1 slot): control water
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Actions
Scimitar (melee) +3: 1d6 slashing
Longbow (ranged 150/600 ft) +3: 1d8 piercing
Wild Shape. Sellyria can magically assume the shape of a beast that she has seen before. This beast can have a CR of no greater than 1/2, and cannot have a flying speed. She can stay in a beast shape for 3 hours. She then reverts to her normal form unless she expends another use of this feature. She can revert to her normal form earlier by using a bonus action on her turn. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies. Once she has used this feature twice, she cannot use it again until she has completed a short or long rest. This feature otherwise follows all of the rules for the Druidic Wild Shape ability.
Spoiler: Relivax the Crocodile
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Large Beast
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Armor Class 15
HP 45
Speed 20 ft, swim 30 ft
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Str +3, Dex +0, Con +1
Int -4, Wis +0, Cha -3
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Saving Throws Str +6, Dex +3, Con +4, Int -1, Wis +3, Cha +0
Skills Athletics +6, Perception +3, Stealth +3
Languages n/a
CR n/a (is a class feature of Sellyria)
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Hold Breath. Relivax can hold his breath for 15 minutes.
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Actions
Bite (melee) +6: 1d10+6 piercing, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Relivax can't bite another target.
Spoiler: Trellara Nightshadow
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Medium Humanoid (elf)
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Armor Class 17 (studded leather armor, shield)
HP 25
Speed 35 ft
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Str +0, Dex +4, Con +2
Int +2, Wis +2, Cha +4
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Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, History +5, Nature +3, Perception +5, Performance +5, Stealth +5
Tools lute +5, lyre +5, viol +5
Senses darkvision 60 ft
Languages Elvish, Common, Sylvan
CR 1/2 (100 XP)
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Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. Trellara can use soothing music or oration to help revitalize her wounded allies during a short rest. If she or any friendly creatures who can hear her performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Bardic Inspiration. As a bonus action on her turn, Trellara can choose one creature other than herself within 60 feet who can hear her. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one weapon damage roll, ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Trellara can use this feature a 3 times. She regains any expended uses when she finishes a long rest.
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
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Actions
Rapier (melee) +5: 1d8+3 piercing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
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Like other probably-helpful NPCs, Sellyria and Trellara are built close to PC builds. Sellyria is level 7, Trellara is level 4. Sellyria uses the homebrew Circle of the Beast found here. The crocodile isn't really a legal animal companion (slightly too big and powerful), but I decided that was ok for an otherwise-sub-optimal NPC.
Trellara is designed with the idea that she might become a supportive DMNPC in the campaign, since there's no Leadership feat for the players to use to turn her into a class feature.