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.