Statistics
| Creature type | Medium humanoid, lawful neutral |
|---|---|
| Armor Class | 10 |
| Hit Points | 7 (2d8 – 2) |
| Speed | 30 ft. |
| Ability Scores | STR 9 (-1), DEX 10 (+0), CON 9 (-1), INT 14 (+2), WIS 16 (+3), CHA 13 (+1) |
| Saves and Skills | History +4, Insight +5, Investigation +4, Perception +5, Performance +3 |
| Senses | passive Perception 15 |
| Languages | Common, Dwarvish |
| Challenge | 0 (10 XP) |
Traits
Master Bellkeeper. Nera has advantage on checks involving bells, acoustics, old city records, or the construction of Embermarket. She can identify a bell’s purpose and approximate age by hearing a single tone.
Actions
Walking Cane. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage. Identify Resonance (Recharge 5–6). Nera chooses one bell or sound-based effect within 60 feet; allies have advantage on their next check or save against it.
Tactics and Roleplaying
Nera is a noncombatant who takes cover, directs evacuations, and explains mechanisms. She is dry, precise, and angry rather than frightened. If endangered, she protects civilians before relics.