Posts for: #Character

Bodak


Bodak

Medium Undead, Typically chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.
  • Initiative +3 (13)

STRDEXCONINTWISCHA
15 (+2)16 (+3)15 (+2)7 (-2)12 (+1)12 (+1)

  • Skills Perception +4, Stealth +6
  • Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 14
  • Languages Abyssal, the languages it knew in life
  • Challenge 6 (XP 2,300; PB +3)
  • Proficiency Bonus +3

Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw.

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Blackbird

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Race/Class: Unknown / Dealbroker & Information Dealer

Background: A mysterious figure operating on the edges of the known world—perhaps fey, perhaps something darker—Blackbird offers deals, not favors. Toby struck a bargain with them in a moment of need, hinting at the weight and risk such pacts carry. They speak in riddles and half-truths, often appearing when the party is desperate. Their allegiance is unknown, and their goals are never stated plainly.

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Farkris

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Background

  • Name: Lord Thalorin, the Lord of Autumn
  • Race: Autumn Eladrin
  • Age: Centuries old, with the wisdom and experience of many lifetimes
  • Title: Lord of the Autumn Court
  • Reputation: Renowned as a legendary diplomat and negotiator, respected by allies and adversaries alike

Physical Appearance

  • Features: Lord Thalorin has sharp, angular features that exude both wisdom and authority. His eyes are a deep, warm amber, reflecting the golden hues of autumn leaves. His gaze is piercing yet compassionate, capable of discerning truth and intention.
  • Hair: His hair is long and flowing, a rich auburn color that shimmers with golden highlights, reminiscent of autumn foliage. It is often worn loose or elegantly braided.
  • Attire: Thalorin dresses in robes of deep red, gold, and brown, the colors of the autumn season. His clothing is finely crafted, adorned with intricate patterns of leaves and vines. A cloak of autumn leaves drapes over his shoulders, enchanted to shift colors with the changing light.
  • Accessories: He wears a circlet of intertwined branches and leaves, signifying his status as the Lord of Autumn. A pendant shaped like a golden leaf hangs around his neck, an ancient artifact of the Autumn Court.

Personality

  • Diplomatic and Wise: Thalorin is a master of words and persuasion, always seeking peaceful resolutions and understanding. He speaks with eloquence and thoughtfulness, considering the perspectives of all parties involved.
  • Calm and Compassionate: He exudes a sense of calm and patience, even in the face of conflict. His compassion for all living beings is evident in his actions and decisions.
  • Resilient and Determined: Despite his gentle demeanor, Thalorin possesses a steely resolve. He has faced countless challenges and remains steadfast in his duty to protect the Autumn Court and its allies.

Abilities

  • Legendary Diplomat: Thalorin’s skills in diplomacy and negotiation are unmatched. He can defuse tense situations and forge alliances even in the most dire circumstances.
  • Fey Magic: As an Eladrin, Thalorin has innate magical abilities tied to the seasons. He can cast spells related to nature, enchantment, and illusion, often using them to create peaceful and harmonious environments.
  • Ancient Wisdom: Having lived for centuries, Thalorin possesses a vast knowledge of history, lore, and arcane secrets. His advice and insights are invaluable to those who seek his counsel.

Role-Playing Tips

  • Eloquent Speech: When portraying Thalorin, use formal and eloquent language. His words should flow smoothly, with a cadence that commands attention and respect. He chooses his words carefully, always aiming to convey wisdom and understanding.
  • Calm Demeanor: Thalorin’s presence is calming and reassuring. He remains composed even in the face of anger or hostility, defusing tensions with his serene and patient demeanor.
  • Empathy and Compassion: Thalorin listens intently to others, showing genuine interest in their concerns and perspectives. He offers compassionate advice and seeks solutions that benefit all parties.
  • Steely Resolve: Despite his gentle nature, Thalorin is unwavering in his convictions. When necessary, he can be firm and resolute, standing his ground and making difficult decisions for the greater good.
  • Historical References: Thalorin often references past events and ancient wisdom in his conversations, drawing on his vast experience to provide context and insight. This reinforces his age and the depth of his knowledge.

Example Dialogue

  • On Diplomacy: “In every heart, there lies the seed of understanding. It is through patience and empathy that we nurture this seed, allowing it to bloom into peace.”
  • On Conflict: “The shadow dragon is a creature of chaos, yet even in darkness, there is a sliver of light. We must seek this light, for it is our only hope against the encroaching night.”
  • On History: “I have witnessed the rise and fall of empires, the ebb and flow of time. In every era, it is the bonds we forge and the wisdom we share that endure.”

By embodying these traits and following these role-playing tips, you can bring Lord Thalorin to life as a memorable and influential NPC in your campaign. His presence and guidance will add depth and gravitas to the story, providing the party with a powerful ally in their quest.

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Francis, the Flameskull

Tiny undead


  • Armor Class 13
  • Hit Points 40 (9d4 + 18)
  • Speed 0 ft., fly 40 ft. (hover)

STRDEXCONINTWISCHA
-5 (+1)+3 (+1)+2 (+1)+3 (+1)+0 (+1)+0 (+1)

  • Skills Arcana +7, Perception +2
  • Damage Resistances Lightning, Necrotic, Piercing
  • Damage Immunities Cold, Fire, Poison
  • Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Prone
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Common
  • Proficiency Bonus +2

Actions

  • Multiattack. The flameskull uses Fire Ray twice.
  • Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

Special Abilities

  • Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
  • Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.
  • Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a Dispel Magic or Remove Curse spell is cast on them.
  • Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:
    • Cantrip (at will): mage hand
    • 1st level (3 slots): magic missile, shield
    • 2nd level (2 slots): blur, flaming sphere
    • 3rd level (1 slot): fireball

Spells

Magic Missile

1st-level evocation

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