Lilith Valmora
Lilith Valmora
Sheet
AC 15 · HP 38 · 30 ft.Saving throws
Skills
- InsightWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- ReligionINT
Armor
Weapons
Tools
Languages
Features
12 featuresAction
- Wild ShapeLevel 2
Use an action to magically assume the shape of a beast you have seen before. You can use this feature twice per short or long rest.
- Symbiotic EntityLevel 2
As an action, expend a Wild Shape use to gain 20 temporary hit points. While active, your Halo of Spores damage is doubled and your melee weapon attacks deal an extra 1d6 necrotic damage.
Reaction
- Hive-Sting Reaction
When An enemy enters or starts its turn within 10ft
Lilith releases a burst of spectral bees and spores, dealing 1d4 necrotic damage.
- Halo of SporesLevel 2
You are surrounded by invisible, necrotic spores. When a creature you see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage unless they succeed on a CON save.
Always on
- Shillelagh Strike
When Combat initiative
Lilith strikes with her staff using Wisdom for a +6 to hit, dealing 1d8+3 bludgeoning damage.
- Invoke Symbiotic Entity
When Close quarters combat
Lilith enters a feral trance, gaining 20 temporary HP and adding 1d6 necrotic damage to all melee hits.
- DruidicLevel 1
You know Druidic, the secret language of druids.
- Circle SpellsLevel 2
You gain access to specific spells that are always prepared and do not count against your limit.
- TraitTieflingDarkvision (60 ft.)
- TraitTieflingHellish Resistance (Fire)
- TraitTieflingInfernal Legacy (Thaumaturgy, Hellish Rebuke, Enthrall)
- DiscoveryHermit
The quiet solitude of your hermitage led you to the revelation that life thrives most vibrantly within the rot and the hum of the swarm.
Spells
14 spellsSpellcasting. Lilith Valmora casts with Wisdom (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): , ,
2nd level (3 slots): , , ,
3rd level (2 slots): ,
Gear
5 itemsWeapons
- QuarterstaffA staff made of petrified ironwood.
Armor
- Hide ArmorArmor made from thick, cured beetle chitin and fungal leather.
- Wooden ShieldA shield carved from a massive bracket fungus.
Tools
- Herbalism KitPauches and tools for creating remedies and salves.
Gear
- Jar of Hive-MoldA sealed glass jar containing a colony of glowing bees and neon-green fungus.
Appearance
Lilith has pale mint-green skin and jet-black hair woven with dried honeycomb and moss. Her horns are obsidian black, curving elegantly back like those of a goat. Her eyes are a striking, honey-like amber that lacks any visible pupil. She wears robes of mottled brown and gray that seem to pulse slightly with the movement of hidden insects beneath the layers.
Mannerisms
Lilith moves with a slow, deliberate grace and rarely blinks, maintaining an unnerving intensity when looking at others.
Personality
Lilith possesses an eerie, feral calm that can be deeply unsettling to those around her. She speaks softly, her voice carrying a faint, melodic buzz like a distant hive. She views death as a mere state of transition and treats every fallen creature with the same detached reverence a gardener might show to fallen leaves. She is rarely angered, but when pushed, her silence becomes heavy and suffocating.
Ideals
Renewal. For something beautiful to bloom, something else must inevitably rot and provide the soil.
Bonds
My hive is my family, I will find a way to make the whole world a garden for their cycle.
Flaws
I often forget that people do not wish to be used as fertilizer and I am prone to staring blankly at those I find inefficient.
Quirks
Background
Lilith was born in a village that feared her green skin as a mark of the plague. Abandoned in the deep, boggy marshes, she did not die. Instead, she was adopted by a strange ecosystem where giant hive-bees fed on the spores of a necromantic fungus. She spent years in isolation, learning that the decay of the forest was what fed the life of the swarm. She came to view herself not as a tiefling, but as a part of the greater cycle of the marsh. Now, she travels the world to observe how other societies handle the inevitable rot, often finding their resistance to death amusingly futile. She carries a portion of her original hive in a petrified resin jar, listening to their humming guidance whenever the civilized world becomes too loud. Her presence is often heralded by the sweet, heavy scent of fermented nectar and the sight of a single green-tinted spore drifting on the wind.
“Abandoned in the deep, boggy marshes, she did not die.”
- Background
- Hermit
Connections
Species
Tiefling
Media
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