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Myrra Pell - AI-generated fantasy Character

Myrra Pell

Drow · Fighter · Level 1 · Soldier

Myrra Pell

Quiet, observant, and intensely formal, Aurelia speaks as if every conversation were a negotiation conducted before an unseen tribunal.
AC17
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 12 · 30 ft.
AlignmentChaotic EvilGenderFemaleAgeAround 120 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingINT
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Shields

Tools

Gaming set,
Vehicles (land)

Languages

Common,
Elvish,
Undercommon

Features

13 features

Bonus action

  • Second WindLevel 1

    When As a Bonus Action when injured.

    Aurelia regains 1d10 plus 1 Hit Point as a Bonus Action.

Always on

  • Sap Weapon Mastery

    When When Aurelia hits with her Greatsword or Flail.

    Aurelia makes a weapon attack with a weapon that has the Sap mastery property, and if it hits, the target has Disadvantage on its next attack roll before the start of Aurelia's next turn.

  • Slow Weapon Mastery

    When When Aurelia hits with her Longbow.

    Aurelia makes a ranged weapon attack with her Longbow, and if it hits, the target's Speed is reduced by 10 feet until the start of Aurelia's next turn.

  • Defense

    When While wearing armor.

    Aurelia gains a +1 bonus to Armor Class while wearing armor.

  • Savage Attack

    When Once per turn when she hits with a weapon attack.

    Aurelia makes one attack with Advantage, then rolls the weapon's damage dice twice and uses either total.

  • Fighting Style: DefenseLevel 1

    You gain a Fighting Style feat of your choice. Aurelia has Defense, granting a +1 bonus to Armor Class while wearing armor.

  • Weapon MasteryLevel 1

    You have learned to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Aurelia has mastered the Greatsword, Scimitar, and Longbow.

  • DarkvisionDrowYou have Darkvision with a range of 120 feet.
  • Drow LineageDrowYou know the Dancing Lights cantrip. At character level 3, you can cast Faerie Fire once per Long Rest. At character level 5, you can cast Darkness once per Long Rest. Charisma is your spellcasting ability for these spells.
  • Elven LineageDrowYou have Advantage on saving throws to avoid or end the Charmed condition, and magic can't put you to sleep.
  • Keen SensesDrowYou have proficiency in the Perception skill.
  • TranceDrowYou do not need to sleep, and you finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation.
  • Military RankSoldier

    You have a military rank or former service that lets you exercise the authority of your station, gain access to military encampments and resources, and request aid from soldiers or allied organizations when they recognize your service.

Spells

1 spell

Spellcasting. Myrra Pell casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will):

Gear

11 items

Weapons

  • Greatsword
    A curved, two-handed blade used as Aurelia's primary execution weapon. It has the Sap mastery property.
  • Flail
    A balanced one-handed flail used when an opponent expects the greatsword. It has the Sap mastery property.
  • 8×
    Javelin
    Straight throwing spears used for ranged attacks or to pin fleeing enemies.
  • Longbow
    A longbow carried for silent attacks from concealment. It has the Slow mastery property.

Armor

  • Chain Mail
    A suit of interlocking metal armor worn beneath layered robes.

Tools

  • Gaming Set
    A small collection of marked bones used for divination and gambling.

Gear

  • 20×
    Arrows
    Arrows carried in a leather quiver.
  • Dungeoneer's Pack
    A compact pack containing adventuring necessities.
  • Healer's Kit
    Used to stabilize wounded allies or preserve useful prisoners.
  • Traveler's Clothes
    A practical set of ordinary travel clothing worn beneath her ceremonial robes.

Purse

  • 14×
    Gold Pieces
    Coins retained from military pay and battlefield salvage.

Appearance

Sable-skinned and lean, with silver-white hair cut to her jaw and held back by a red cord. Her eyes are pale lilac, her expression controlled, and her smile rare enough to feel like a threat. She wears fitted chain mail beneath layered crimson, violet, and black robes, with a lacquered shoulder guard decorated like a spider abdomen. A curved blade hangs at her hip, while narrow knives and venom vials are hidden throughout her clothing.

Mannerisms

She touches two fingers to her lips before drawing steel, as though tasting an invisible strand of spider silk. When listening, she tilts her head slightly and watches the speaker's hands instead of their face. She bows only after an opponent has fallen.

Personality

Quiet, observant, and intensely formal, Aurelia speaks as if every conversation were a negotiation conducted before an unseen tribunal. She respects preparation, nerve, and the ability to conceal fear. She has little patience for boastful warriors, but she is fascinated by people who can lie without blinking.

Ideals

Devotion. Lolth does not demand that I be good, only that I be useful, victorious, and cruel enough to remain interesting.

Bonds

Lolth is the only bond she recognizes as permanent. She also secretly protects the memory of the servant whose name she took, believing that preserving this stolen name is a private act of devotion and defiance.

Flaws

She cannot resist turning every disagreement into a test of dominance. Aurelia mistakes suspicion for wisdom, interprets kindness as manipulation, and would rather suffer serious injury than admit that an enemy's tactic was fair or effective.

Quirks

Names every venom vial after a discarded noble house.
Keeps one black spider in a small lacquered box and releases it before important duels.
Practices drawing her blade while kneeling, even when no opponent is present.
Refuses to step on webs unless she first touches them with two fingers.

Background

Myrra Pell was born beneath a house that no longer matters. As a child, she was trained for the priesthood of Lolth, taught to read omens in spider movement, blood patterns, and the hesitation of frightened rivals. She learned quickly, not because she was devout in the gentle sense, but because every lesson revealed a sharper truth. Mercy was weakness. Honesty was a luxury. Pain was a language that could be spoken more clearly than words. Her house expected her to become another priestess among many, useful but replaceable. That future ended in a temple trial witnessed by a nest of black spiders. When the spiders crawled over her without biting, the priestesses declared that Lolth had marked her for a different purpose. Myrra abandoned her house name and took the plain name Pell, the name of a dead servant who had once hidden her from punishment. Since then, she has remade herself as a surface-inspired samurai, wearing layered robes and carrying a curved sword, while twisting the discipline of Bushido into the cruel doctrine she calls the Way of the Black Widow. Her former military service was not honorable in the surface-world sense. She served as an enforcer, scout, and executioner for a drow warband, learning to turn formations, ambushes, venoms, and fear into weapons. She now travels alone, believing that every victory without a house behind it is proof that Lolth favors her personally.

“She learned quickly, not because she was devout in the gentle sense, but because every lesson revealed a sharper truth.”
From their backstory
Background
Soldier

Connections

Species

Drow

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