Shelaria Lupe
Medium Humanoid, Chaotic Good
Hit Points 66 (9d8 + 18)
Speed 30 ft.
STR
12 (+1)DEX
20 (+5)CON
14 (+2)INT
14 (+2)WIS
16 (+3)CHA
10 (+0)Skills Athletics +5, Acrobatics +9, Investigation +6, Insight +7, Perception +7, Survival +7
Damage Immunities poison
Damage Resistance none
Condition Immunities poisoned
Senses passive perception 17
Languages Tamrielic, Redguard
Challenge Rating 9
Position of Privilege: Thanks to her noble birth, people are inclined to think the best of Shelaria. She is welcome in high society, and people assume she has the right to be wherever she is. The common folk makes every effort to accommodate her and avoid her displeasure, and other people of high birth treat her as a member of the same social sphere. Shelaria can secure an audience with a local noble if she needs to.
Way of the Ansei: As an Ansei, you have mastered a spiritual connection with your blade. As a bonus action, and at the cost of 1 Ki, you can summon the spiritual form of your Ansei. When summoned, if within range, it can also attack a target of your choosing. (Make a regular melee attack roll for the type of weapon your Ansei weapon is.) On a hit, it deals force damage equal to the dice rolled for a normal form of that weapon. Your Ansei weapon remains active for a minute and no concentration is required. It can move 20 feet per turn. If it is within range of a target you attack, the Ansei can also strike without any further action/bonus action spent.
Sword-Singing: Redguards gain extra Reactions per round equal to their Dexterity Modifier. Rules on the use of reactions still apply.
Actions
Multiattack. Shelaria has two attacks: with her sword and/or unarmed attacksUnarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) blugeoning damage.
Alik'r Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.