Vora Silt-Lung Vaas
Vora Silt-Lung Vaas
Sheet
AC 15 · HP 51 · 30 ft., swim 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAction
- Wild Shape: Giant Toad
When Combat or Exploration
Vora transforms into a large toad to grapple and swallow smaller foes.
- Wild ShapeLevel 2
As an action, you can magically assume the shape of a beast (CR 1/2 or lower, no flying speed) you have seen before. You can stay in this form for 3 hours.
Reaction
- Land's Stride Avoidance
When Moving through plants
Automatically ignore damage or speed reduction from thorns or briars.
Always on
- DruidicLevel 1
You know Druidic, the secret language of druids.
- SpellcastingLevel 1
You use Wisdom as your spellcasting ability for druid spells.
- Natural RecoveryLevel 2
During a short rest, you can choose expended spell slots to recover. The combined level of the slots must be 3 or less.
- Circle of the Land: CoastLevel 2
Your connection to the sea grants you specific spells that are always prepared.
- Land's StrideLevel 6
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed or taking damage.
- Acid ResistanceWater GenasiYou have resistance to acid damage.
- AmphibiousWater GenasiYou can breathe air and water.
- SwimWater GenasiYou have a swimming speed of 30 feet.
- Call to the WaveWater GenasiYou know the Shape Water cantrip. Starting at 3rd level, you can cast Create or Destroy Water as a 2nd-level spell once per long rest.
- Bad ReputationPirate
No matter where you go, people are afraid of you due to your reputation. You can get away with minor crimes, such as refusing to pay for food, because people are too intimidated to report you.
Spells
12 spellsSpellcasting. Vora Silt-Lung Vaas casts with Wisdom (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): ,
2nd level (3 slots): , ,
3rd level (3 slots): , , ,
Gear
5 itemsWeapons
- ScimitarA curved blade rusted with salt but kept sharp.
Armor
- Wooden ShieldA shield made of dark, petrified driftwood.
- Leather ArmorTough hide treated with whale oil.
Tools
- Navigator's ToolsSextant and charts of the jagged coastline.
Gear
- Drowned Anchor InsigniaA small lead anchor that drips water occasionally.
Appearance
Vora has deep teal skin that glistens as if permanently wet, and her hair consists of thick, dark green kelp-like tendrils that sway even when there is no wind. Her eyes are large and bioluminescent, shifting from pale yellow to deep orange. She wears armor made of cured shark skin and a tattered blue pirate's coat encrusted with barnacles and salt. A jagged iron anchor hangs around her neck as a heavy pendant.
Mannerisms
She moves with a slow, swaying gait as if she is always standing on a pitching deck, and she refuses to look anyone directly in the eye for more than a second, fearing she will drown their soul.
Personality
Calculating and cold, Vora views the world through the lens of maritime law, but not the law of kings. She follows the law of the deep, where the strong consume the weak and the ocean takes what it is owed. She rarely speaks above a whisper, her voice sounding like the crunch of pebbles under a receding tide.
Ideals
Freedom. Like the tide, I go where I wish and no shore can stop me for long. Retribution. The sea never forgets a debt, and neither do I.
Bonds
The Drowned Anchor is my only family, and I will see its flag flying over the sunken ruins of the world's greatest cities.
Flaws
I am utterly convinced that I am destined to drown, and I find a morbid comfort in the thought of the pressure taking me.
Quirks
Background
Born on the night the Drowned Anchor crew capsized a royal galleon, Vora was found in a drifting crate, her skin already shimmering with the essence of the Elemental Plane of Water. The crew did not kill her, seeing her birth during their greatest victory as an omen. She was raised not by a mother, but by the sea itself and the rough hands of pirates who taught her that a storm is just the ocean's way of cleaning its teeth. As she grew, she realized she could speak to the tides and command the very salt that crusted the ship's deck. She became the crew's Navigator and High Tide Caller. Her magic does not come from trees or meadows, but from the crushing pressure of the trenches and the freezing currents of the northern reaches. She joined the Drowned Anchor permanently after using a tidal wave to personally swallow the port town that once tried to cage her for heresy. To her, every ship on the horizon is just a sacrifice waiting to be offered to the depths.
“The crew did not kill her, seeing her birth during their greatest victory as an omen.”
- Background
- Pirate
Connections
Species
Water Genasi
Media
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