Lady Ashcroft

Lady Aliana Ashcroft is a wealthy dryad of Niqamui. Green hair, silvery brown skin. She is a druid of the vanilla bean orchid (statted like a wood elf as a playable character for math reasons). Owns a mansion with a lot of indoor plants. Has a butler, Alfred. Has a son, Alondro Ashcroft, and a daughter, Alessandria Ashcroft, and a husband, Lord Alaniel Ashcroft. 
Staff: Ashcroft staff wear green and silver uniforms. 
Alfred: Older elf man, butler. 
Sally: Ashcroft's maid. 
The Ashcroft Manor: 
Large stone wall. Wrought iron gate. Extensive grounds. Stone manor. Lattice windows. The stone walls are the living space not only of the people who live there but also of a number of indoor plants. One wall is like a waterfall. 
Adventures: 
It's Always The Quiet Ones
Fern Burn
As a playable character: One hopped up caffeinated fake British accent snooty vanilla bean dryad druid, coming up. Lady Ashcroft paid 10,000 gold to Nulisag to have Aaron and Furious bodyguard her so she could experience an adventure for a day like a rich snooty person would, a la "Dark Lord of Derkhold" by Dianna Wynne Jones where the rich people experience an adventure safely. She's got a little temporary tattoo on her left hand. 
Lady Ashcroft is a slender dryad wearing a green and silver renaissance style dress. Her silvery brown skin has a texture to it, like bark. Leaves bud directly from her fine green hair, which flows all the way to the ground. 
Lady Aliana Ashcroft
Druid 8 (Circle of the Forest)
“Wood Elf” (Dryad), Hermit
ARMOR CLASS (AC) 15
Armor Worn: leather armor, wooden shield
INITIATIVE +2
SPEED 35 ft. 
HIT POINTS 59
HIT DICE 8d8
STR +0, 10
DEX +2, 15
CON +2 ,14
INT, -1, 8
WIS, +5, 20
CHA +1, 12
+3 PROF. BONUS
+0 Strength Saves 
+2 Dexterity Saves 
+2 Constitution Saves 
+2 Intelligence Saves *
+8 Wisdom Saves *
+1 Charisma Saves 
* Prof. bonus added
+2 Acrobatics (Dex)
+5 Animal Handling (Wis)
-1 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
-1 History (Int)
+8 Insight (Wis) *
+1 Intimidation (Cha)
-1 Investigation (Int)
+8 Medicine (Wis) *
+2 Nature (Int) *
+8 Perception (Wis) *
+1 Performance (Cha)
+6 Persuasion (Cha)
+2 Religion (Int) *
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+5 Survival (Wis)
* Prof. bonus added
18 Passive Perception 
Proficiencies: Armor: light armor, medium armor, shields (nonmetal only)
Weapons: club, dagger, dart, javelin, longbow, longsword, mace, quarterstaff, scimitar, shortbow, shortsword, sickle, sling, spear
Tools: none
Saving Throws: Int, Wis
Skills: Insight, Medicine, Nature, Perception, Religion
Languages: Common, Elvish, Goblin
ENCUMBRANCE
Lifting & Carrying: 150 lbs. max. carrying capacity; 300 lbs. pushing or dragging (speed -5 ft.); 300 lbs. max. lift.
WEAPON & UNARMED ATTACKS
Basic Attack. One target per Attack action.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+2 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Shillelagh Club. Melee Spell/Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d8+5 bludgeoning damage. (Cantrip effect on weapon lasts for 1 minute.)
MAGIC, FEATS & SPECIAL ATTACKS
Produce Flame Cantrip. Can hold in your hand up to 10 minutes, or use up once to attack. Ranged Spell Attack: +8 to hit, target one creature within 30 ft. range. Hit: 2d8 fire damage.
EQUIPMENT & TREASURE
Carried Gear (PHB, p. 143): leather armor (AC 11), shield (AC +2), scimitar, club, dagger, sling and 20 stones, herbalism kit (clippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a scroll case stuffed full of personal notes, a winter blanket. (This load is about 42 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 10 gold
FEATURES & TRAITS
Alignment: Neutral. I will help others, but avoid serious personal risks or loyalties that don't benefit me.
Hermit Background [PHB p. 134]
• Feature: Discovery (great secret).
• Traits: Utterly serene at all times. Warm manner.
• Ideal: Truth unlocks cosmic power.
• Bond: In hiding from enemies.
• Flaw: Uses drugs to stay awake.
Wood Elf Traits [PHB p. 23]
• Age: 212 years old
• Medium Size (5' 4", 140 lbs.)
• Darkvision (60 feet)
• Elf Weapon Training (swords, bows)
• Fey Ancestry (vs. charm, no sleep)
• Keen Senses (Perception)
• Mask of the Wild (hide outdoors)
• Trance (4 hrs. as 8 hrs. sleep)
Druid Class Features [PHB p. 65]
• Ritual Casting
• Wild Shape (max. CR 1, twice betw. long rests)
• Natural Recovery (regain spell slots in short rest)
• Land's Stride (move through plants, adv. on saves)
Spellcasting [PHB p. 201]
Spell Attack Modifier +8
Spell Save DC 16
Cantrips Known: Druidcraft, Produce Flame, Shillelagh
Prepared Spells
1st Level (4 slots): Detect Magic, Cure Wounds, Faerie Fire
2nd Level (3 slots): Barkskin*, Spider Climb*, Lesser Restoration, Hold Person, Flame Blade
3rd Level (3 slots): Call Lightning*, Plant Growth*, Dispel Magic, Meld into Stone
4th Level (2 slots): Divination*, Freedom Of Movement*, Grasping Vine, Blight, Dominate Beast, Conjure Minor Elementals, Conjure Woodland Beings
Category:Characters