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Creatures

Veyra Pell

A Glass Moonsea guide with complete navigation, rescue, and crack-reading procedures for desert expeditions.

Creature profile

Type Medium humanoid, chaotic good
Armor Class 15 (glassscale coat)
Hit Points 52 (8d8 + 16)
Speed 35 ft.
Ability Scores STR 13, DEX 17, CON 14, INT 12, WIS 18, CHA 14
Saves and Skills Dexterity +6, Wisdom +7; Acrobatics +6, Perception +7, Survival +9
Senses passive Perception 17
Languages Common, Primordial
Challenge 3 (700 XP)

Traits

Glass Step. Veyra ignores difficult terrain made of glass or loose crystal. Read the Crack. Once per round when an ally within 30 feet would slide, Veyra reduces that movement to zero.

Actions

Hooked Staff. Melee Weapon Attack: +6 to hit, reach 10 ft.; 8 (1d8 + 4) bludgeoning and Veyra may pull a willing creature 5 feet. Safe Line. One ally within 30 feet moves up to half speed without triggering glass hazards.

Tactics and roleplaying

Veyra anchors ropes, moves endangered travelers, and calls safe routes. She does not conceal danger, values water above treasure, and accepts any plan that saves the caravan without leaving unstable cracks behind.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

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