Amaryllis 'The Weaver', a Minotaur Bard — D&D 5e NPC portrait
#0052

Amaryllis 'The Weaver'

"The Black Secretary"

Female (She/Her) · 32 years old

Ability Scores

STR
18
+4
DEX
12
+1
CON
14
+2
INT
15
+2
WIS
10
+0
CHA
18
+4

Combat

Armor Class
13
Silk-lined Studded Leather
Hit Points
59
Hit Dice: 8d8+16
Initiative
+1
Speed
30 ft.
Proficiency
+3
Passive Perception
13

Attacks

Goring Rush (Horns)+71d6+4 piercing
Hidden Stiletto+41d4+1 piercing

Personality

Personality

She speaks in a low, melodic purr that masks a terrifying precision. She dabs her snout with lace handkerchiefs and reacts to coarse language with a look of pained, maternal disappointment.

Ideal

Self-Invention. We are not what the gods made us, but what we forge of ourselves in the dark.

Bond

The 'Vault of Vials'—a collection of documented sins she keeps hidden beneath the palace floors.

Flaw

She is deeply insecure about her 'savage' nature; if she loses her composure and resorts to physical violence, she becomes recklessly cruel to hide her shame.

Backstory

Amaryllis was born into the iron-scented filth of the Blood-Sands, a gladiator destined to die before her first shedding. While other minotaurs leaned into the rage of the labyrinth, she spent her time between matches watching the royal box. She didn’t study their guards; she studied the way a duchess’s fan fluttered when a certain count entered the arena, and how the betting lords exchanged heavy purses not for her victory, but for her silence. She realized then that the sharpest horns in the world couldn't pierce a reputation, but a well-timed whisper could end a dynasty.

Her liberation was not a jailbreak, but a foreclosure. She spent three years gathering the gambling debts of her owner, eventually buying her own contract with the very gold he had lost betting against her 'accidental' failures. Upon walking free, she burned her greataxe and commissioned a gown of midnight silk. Now, as the realm’s premier 'Black Secretary,' she manages the secrets that keep the corrupt machinery of the high courts greased. She loathes her natural bulk, viewing her strength as a primitive stain on her curated persona of lethal elegance, yet she is not above using that physical presence to ensure that when she speaks softly, everyone listens.

Abilities & Actions

Words of Terror (Recharge: Short Rest)

If Amaryllis speaks to a humanoid alone for at least 1 minute, she can attempt to seed paranoia. The target must succeed on a DC 15 Wisdom saving throw or be frightened of her or another creature of her choice for 1 hour, or until the target or its allies attack her. A frightened creature will avoid the subject of its fear at all costs.

The Silver Vial's Toll

As a bonus action, Amaryllis touches the silver vial on her neck, coating her fingernails or a hidden blade in a contact poison made from 'The Red Spill.' The next time she hits with a melee attack or makes physical contact during a grapple, the target takes an extra 4d6 psychic damage as the poison triggers horrific sensory memories. If the target dies from this damage, she can capture their shadow as per the Shadow Lore feature.

Psychic Blades (5/Short Rest)

When Amaryllis hits a creature with a weapon attack, she can expend one use of her Bardic Inspiration to deal an extra 3d6 psychic damage to that target. She prefers to describe this as 'unweaving their composure'.

Unnatural Stillness

Amaryllis has advantage on Charisma (Deception) and Charisma (Intimidation) checks when she is standing perfectly still. Her massive frame remains eerily motionless, forcing others to fill the silence with their own nervous admissions.

DM Notes

Amaryllis never raises her voice; she lowers it until the players have to lean in to hear their doom. When she is displeased, she slowly polishes a small silver spoon or adjusts her silk gloves with agonizing deliberation. Sample dialogue: 'My dear, blood is so difficult to wash out of silk. Let us resolve this before you become... messy.' She will never strike first, but if insulted for her race, she will systematically destroy the offender's life over the next three sessions rather than killing them outright.