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Jax

Medium Humanoid, True Neutral
HP 110 AC 17 CR 8

A sealed guild contract names one of the characters as Jax's successor, but the original signer vanished five centuri...

Size
Medium
Alignment
True Neutral
Armor Description
Enchanted leather coat
Creature Type
Humanoid
Current Hp
110
Formatted Senses
darkvision 60 ft. ft., passive Perception 16
Formatted Speed
30 ft.
Formatted Saves
Int +7, Wis +6, Cha +8
Formatted Skills
Arcana +7, Insight +6, Perception +6, Persuasion +8
Hit Dice
13d8 + 52
Languages
Common, Elvish, Draconic, Dwarvish, Thieves' Cant
Proficiency Bonus
3
Xp
3900
Abilities
CHA
20
(+5)
CON
18
(+4)
DEX
16
(+3)
INT
18
(+4)
STR
10
(+0)
WIS
16
(+3)
Senses
Darkvision
60 ft.
Passive Perception
16
Speed
Walk
30
Actions
Multiattack. Jax makes two Rapier attacks, or she makes one Rapier attack and casts a cantrip.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Guildmaster's Decree. One creature Jax can see within 60 feet must succeed on a DC 16 Wisdom saving throw or be charmed by her until the end of Jax's next turn. While charmed, the creature is incapacitated and has a speed of 0.
Bonus Actions
Misty Step. Jax teleports up to 30 feet to an unoccupied space she can see.
Reactions
Shield. When Jax is hit by an attack or targeted by magic missile, she casts shield, gaining +5 AC until the start of her next turn, including against the triggering attack.
Skills
  • Arcana +7
  • Insight +6
  • Perception +6
  • Persuasion +8
Spellcasting
Spellcasting. Jax is a 12th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She has the following spells prepared: Cantrips (at will): fire bolt, mage hand, message, prestidigitation. 1st level (4 slots): charm person, detect magic, shield, healing word. 2nd level (3 slots): hold person, misty step, suggestion. 3rd level (3 slots): counterspell, dispel magic, sending. 4th level (3 slots): dimension door, greater invisibility, stoneskin. 5th level (2 slots): dominate person, scrying. 6th level (1 slot): mass suggestion.
Saving Throws
  • Int +7
  • Wis +6
  • Cha +8
Special Abilities
Fey Ancestry. Jax has advantage on saving throws against being charmed, and magic can't put her to sleep.
Guildmaster's Authority. Allied guild members within 30 feet of Jax have advantage on saving throws against being frightened while they can hear her.
Silver-Tongued. If Jax makes a Charisma (Persuasion) check of 15 or lower, she can treat the roll as a 16.
Description

Jax is a 500-year-old elf woman who looks 18, with silver hair, blue eyes, a notably busty figure, and broad, powerful hips. She dresses in an immaculate enchanted leather coat and bears the signet of the guild she leads.

Equipment

Enchanted leather coat, +1 rapier, guildmaster's signet, sending stones, ledger of guild contracts, 3 potions of healing

Hook

A sealed guild contract names one of the characters as Jax's successor, but the original signer vanished five centuries ago.

Motivation

Jax seeks to keep her guild independent, profitable, and safe while quietly gathering enough influence to prevent any kingdom from controlling it.

Personality

Calm, observant, and difficult to intimidate, Jax treats every conversation like a negotiation but rewards honesty with surprising warmth. She is neutral in disputes until someone's actions threaten her guild or its members.

GM Notes

- Jax prefers bargains and leverage over violence.
- She knows nearly every faction operating in the city and can arrange introductions or complications.
- If combat turns against her, she uses misty step, greater invisibility, and negotiation to escape.

Created with Town Scryer for Dungeons & Dragons 5th Edition

by NebulousInvoker1231