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Wumi Everbloom

Tiefling · Druid · Level 2

Wumi Everbloom

Gardener for the Beetle Juice Apothecary
“a weed with good timing.”
AC14
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A lightly rough voice shaped by years around dry soil, greenhouse heat, and powdered herbs. Her consonants have a crisp, clipped edge, while the ends of sentences often tumble into a wry upward lilt. When rattled, her usual even breath catches in a dry double-click, and her words come out faster rather than softer.

Her speech is quick and nimble, full of dry comparisons drawn from gardening and poisons. Work has given her a habit of naming exact quantities and practical outcomes. Her old training shows in the way she asks questions that sound casual but leave little room for a lie.

Speech patterns

Makes a dry joke before asking a question she genuinely needs answered.
Uses gardening terms to describe people, such as calling a bully 'a weed with good timing.'
When she is being sincere, she names practical facts rather than offering grand comfort.
Speaks plainly about danger and evasively about her own past.

How to play them

Thorn starts with humor and practical offers, watching whether visitors respect boundaries and living things. She responds well to useful honesty, careful handling of her plants, and people who do not demand immediate trust. Threats to Cassie or the apothecary bring her tail out and end the banter.

Goal

Build a garden whose poisons can be used safely as antidotes, deterrents, and medicines, while ensuring her former trainer cannot turn her knowledge against Cassie or the apothecary.

Motivation

She wants to prove that a person trained to kill can choose what grows afterward, though she is not sure she believes that choice can undo the past.

Secret · GM only

Appearance

Thorn's charcoal-brown skin has a faint, pebbled sheen, like river stone after rain. Two small pairs of horns curl close to her skull, one pair above the temples and a shorter pair behind them. Her acid-green mohawk stands in stiff, uneven bristles, and her eyes look like dark panes of glass shattered into many fine facets. She blinks sideways, one lid sliding across each eye like a lizard's. She moves with a gardener's careful economy, then snaps into unnerving speed when threatened. Her prehensile tail resembles a living thorn whip, a cord of green-black vine with tiny hooked barbs; she usually coils it beneath her long coat. A surprising detail is that she keeps a small, neatly folded cloth in her pocket for wiping soil from other people's shoes, even when she has just threatened them.

Clothing

A patched, high-collared work coat with deep inner pockets, a stained gardening apron, fitted trousers, and soft-soled boots. The hems are threaded with thorn-resistant fibers, and she keeps gloves looped through her belt but rarely wears them.

Body language

She angles her shoulders toward exits and keeps her hands busy with a pruning knife, seed packet, or loose thread. Her breathing is usually measured through her nose, with a faint dry click at the back of each inhale from years of handling bitter powders. When rattled, that click becomes a quick double-catch and her fingers curl as though closing around a stem. Her tail stays tucked under her coat until she decides the conversation has become physical.

Height
5 feet 6 inches
Build
Lean and corded, with the compact strength of someone accustomed to lifting pots and moving quietly.
Eyes
Black with fine, fractured-glass facets that catch the light in shifting shards.
Hair
Acid green
Skin
Deep charcoal-brown with a faint, pebbled sheen.
Age
Adult, about thirty years old
Gender
Female
Size
Medium

Distinguishing features

Two small sets of horns, close-set against her head.
Dark, pebbled skin and acid-green mohawk.
Faceted eyes like shattered window glass, with sideways lizard-like blinks.
A concealed prehensile tail shaped like a thorny vine whip.
A dry clicking breath that quickens into a double-catch when she is rattled.

Personality

12 traits and drives

Thorn is quick-witted and mildly sadistic, especially when she has the upper hand, yet she has a patient tenderness for seedlings, sick animals, and people who admit they are frightened. In a calm mood she makes others laugh while quietly measuring their motives. Under pressure she becomes brisk and unsentimental, though guilt can make her reckless when someone vulnerable is at stake.

Alignment
Neutral

Quirks

Counts a plant's new leaves under her breath whenever she is made to wait.
Tastes the air near unfamiliar food, then asks who prepared it.
Folds seed wrappers into tiny beetle shapes and leaves them on windowsills.
After a fight, performs a solemn little ritual of eating a tiny morsel from a fallen foe, an old, disturbing practice she claims is a way to remember that death has a cost. She does not do this in front of children or the unwilling.
Turns her head slightly before blinking, as if lining up the sideways sweep of each lid.

Habits

Inspects the undersides of leaves while listening, as if the plant might confirm what a person is saying.
When danger rises, she finds the nearest exit, the nearest living thing, and the nearest source of water in that order.
Uses jokes to test whether someone can bear an uncomfortable truth.
After violence, she checks the fallen for signs of life before she checks her own wounds.

Traits · 3

Turns discomfort into a joke, but remembers who laughed at someone else's pain.
Enjoys unnerving a bully, yet will quietly tend the bully's injured animal.
Values competence and candor, but is slow to believe either when directed at her.

Flaws · 3

Treats trust as a tool to be tested rather than a bond to be offered.
Can become casually cruel when she believes someone has already chosen to be cruel first.
Hides fear behind jokes and can leave allies unsure how seriously to take her.

Fears · 3

That she will mistake cruelty for pragmatism again.
That Cassie will be harmed because of Thorn's former life.
That the apothecary's garden will be used to poison people who cannot defend themselves.

Wants and needs · 3

Wants her apothecary garden to remain useful without becoming a source of harm.
Needs to settle the danger represented by her former trainer's order.
Wants to rebuild trust with Cassie without asking her to excuse the past.

Combat

AC 14 · HP 17 · 30 feet

Thorn avoids a fair fight. She uses cover, difficult terrain, and entangling growth to control approach lanes, then bites or lashes at a distracted target before retreating. She saves her limited spell slots for protection, escape, or stopping an enemy from reaching an ally. She uses her tail to pull a foe out of formation or trip one attempting to flee, and avoids lethal force when there is another way out.

Wumi Everbloom

Medium humanoid (tiefling), neutral
Armor Class14
Hit Points17
Speed30 feet
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsNatureSurvivalPerceptionStealthMedicine
SensesDarkvision 60 ft.
Languages
Common,
Druidic,
Infernal
Druidic. Thorn knows the secret language of druids.
Poisoner training. Thorn is proficient with the poisoner's kit and can prepare a simple dose of poison during a long rest, using ingredients from her garden. This is custom training, not a claim of a specific feat.
Stealthy training. Thorn has practiced moving unseen and slipping through tight spaces. This is custom training, not a claim of a specific feat.
Nature and Survival expertise. Thorn adds double her proficiency bonus to checks using these skills.
Perception expertise. Thorn adds double her proficiency bonus to Perception checks.
Thorn-whip tail. Her concealed, prehensile tail can lash, hook, grapple, or trip. Its combat use is described in her actions.

Spells

Druidcraft (cantrip, transmutation). Druid cantrip. She creates a harmless sensory effect associated with nature, such as the scent of wet earth or a tiny flutter of leaves.
Thorn Whip (cantrip, transmutation). Druid cantrip. A thorny vine lashes toward a creature within 30 feet. Make a melee spell attack; on a hit, the target takes piercing damage, and if it is Large or smaller it is pulled up to 10 feet toward Thorn.
Cure Wounds (level 1, abjuration). A willing creature Thorn touches regains hit points. This spell has no effect on undead or constructs.
Cure Wounds (level 1, abjuration). Thorn calls forth a protective natural ward. The first time each turn a creature hits the warded target with a melee attack, the attacker takes piercing damage.
Beast Sense (level 1, divination). Thorn creates a magical sensor in a familiar animal form and can see through its eyes and hear through its ears while it remains within range. The spell requires concentration.
Entangle (level 1, conjuration). Thorn summons grasping vines in a 20-foot square. The area is difficult terrain, and creatures in it may be restrained by the vines. The spell requires concentration.

Actions

Thorn-Whip Tail. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage. The tail is a custom natural weapon. Instead of dealing damage, Thorn can force a Large or smaller target to make a Strength saving throw or be pulled up to 5 feet toward her.
Venomous Bite. Melee Weapon Attack: to hit, reach 5 ft., one creature. Hit: 4 () piercing damage, and the target must succeed on a Constitution saving throw or take 3 () poison damage. The poison damage can be used once per short or long rest. Custom feature.
Sickle. Thorn makes a melee attack with her sickle: to hit, reach 5 ft., one target. Hit: 5 () slashing damage.

Reactions

Tail Snare. When a creature Thorn can see enters her reach, she can use her reaction to lash its legs with her tail. The creature must succeed on a Dexterity saving throw or have its speed reduced to 0 until the end of the current turn. Custom feature.

Services they sell

Identifies common plants, toxins, and medicinal herbs.
Prepares basic poultices and can advise on cultivating useful or dangerous plants.
Can help the party recognize signs of poison or an ambush, provided she has time to study the evidence.

Rewards they can give

A carefully prepared poultice or basic antidote, if she has suitable ingredients.
A small packet of useful seeds and advice on how to grow them.
A discreet warning about poisons, ambushes, or the habits of a former assassin's contact.

Equipment

  • Sickle (weapon)A curved gardening blade used for pruning and, when necessary, defense.
  • Gardener's kit (tools)A stained apron with pruning shears, seed packets, waxed twine, and small labeled vials.
  • Poisoner's kit (tools)A compact kit for identifying and preparing basic poisons from suitable ingredients.
  • Garden shield (armor)A leather-covered wooden shield painted with a crude beetle and several layers of old varnish.
  • Travel supplies (adventuring gear)A bundle of bitter herbs, a small pouch of dried food, and the seed packet she took when she left her former life.

Possessions

A worn seed packet carried since she left the assassin's trade.
A folded cloth for wiping soil from other people's shoes.
A small notebook of plant observations with several pages torn out.
A concealed copy of the instruction concerning Cassie.

Background

Thorn was raised alongside her sister, Cassie Everbloom, but found her own footing early in the dangerous work of an assassin's apprentice. The training taught her to read a room by its breath, smell bitter compounds on a blade, and wait without fidgeting. It also made her think of people as problems that could be removed. That changed during an assignment in which she was ordered to poison a wounded target who had already surrendered. Thorn hesitated long enough for the target to die from their injuries anyway, and the memory of that needless choice lodged in her more deeply than any lesson from her trainer. She left the trade with a stolen bundle of seeds and a distrust of anyone who calls killing clean work. Now she tends the garden for the Beetle Juice Apothecary, raising medicinal and toxic plants in the same cramped beds. She is quick-witted, useful, and not entirely safe to cross. Cassie serves as a battle priestess acolyte of the Silver Hearth Church; the sisters care for one another, but their different answers to violence keep their conversations sharp. Thorn's current problems include a dwindling stock of rare seeds, old contacts who still expect her to finish unfinished business, and the temptation to treat her garden's poison as a substitute for difficult conversations.

Role in the story

A sharp-tongued apothecary gardener and potential guide to poisons, medicinal plants, and the hidden routines of an assassin's trade. Her divided loyalty between her sister's safety and her own buried history can pull the party into a dangerous old obligation.

“The training taught her to read a room by its breath, smell bitter compounds on a blade, and wait without fidgeting.”
From their background
Faction
Gardener for the Beetle Juice Apothecary; former apprentice in an assassin's trade; close family tie to the Silver Hearth Church through Cassie Everbloom.

Known connections

Cassie Everbloom, her sister and a battle priestess acolyte of the Silver Hearth Church. They love each other, but Cassie's faith and Thorn's hard-won suspicion regularly put them at odds.
The proprietor of the Beetle Juice Apothecary, Thorn's employer, who trusts her with the garden but keeps a close eye on the inventory of dangerous plants.
An unnamed former assassin's trainer who knows Thorn left with secrets and may try to reclaim her service.
Major secret · GM only
Minor secrets · GM only

Connections

Mentioned in their text, not linked yet

  • Cassie Everbloomher sister and a battle priestess acolyte of the Silver Hearth Church. They love each other, but Cassie's faith and Thorn's hard-won suspicion regularly put them at odds.
  • The proprietor of the Beetle Juice ApothecaryThorn's employer, who trusts her with the garden but keeps a close eye on the inventory of dangerous plants.
  • An unnamed former assassin's trainer who knows Thorn left with secrets and may try to reclaim her service.

Species

Tiefling

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