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Jarek Thorne

Medium Humanoid, Neutral Good
HP 168 AC 17 CR 12

The adventurers discover that Jarek has completed eighteen SS-rank missions while officially remaining a D-rank adven...

Size
Medium
Alignment
Neutral Good
Armor Description
Reinforced travel coat and elemental warding
Creature Type
Humanoid
Current Hp
168
Damage Resistances
fire, cold
Formatted Senses
passive Perception 17
Formatted Speed
35 ft. ft.
Formatted Saves
Dex +8, Con +7, Wis +7
Formatted Skills
Arcana +6, Insight +7, Perception +7, Stealth +8, Survival +7
Hit Dice
16d8 + 96
Languages
Common, Primordial, and two languages from colliding time cultures
Proficiency Bonus
4
Xp
8400
Abilities
CHA
12
(+1)
CON
16
(+3)
DEX
18
(+4)
INT
14
(+2)
STR
12
(+1)
WIS
16
(+3)
Speed
Walk
35 ft.
Senses
Passive Perception
17
Actions
Multiattack. Jarek makes two Elemental Lash attacks, choosing fire or water for each attack.
Elemental Lash. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 60 ft., one target. Hit: 17 (3d8 + 4) fire damage or 15 (2d10 + 4) cold damage, chosen by Jarek.
Smog Bending (Recharge 5–6). Jarek creates a 20-foot-radius sphere of choking elemental smog centered on a point within 60 feet. The area is heavily obscured for 1 minute. Each creature that enters the sphere for the first time on a turn or starts its turn there must make a DC 16 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one.
Bonus Actions
Steam Step. Jarek bends water and fire into a burst of steam and moves up to 20 feet without provoking opportunity attacks. He must end this movement on solid ground.
Reactions
Scalding Deflection. When Jarek is hit by a ranged attack, he raises a veil of boiling water, gaining +3 AC against that attack. If the attack misses, the attacker takes 7 (2d6) fire damage.
Skills
  • Arcana +6
  • Insight +7
  • Perception +7
  • Stealth +8
  • Survival +7
Saving Throws
  • Dex +8
  • Con +7
  • Wis +7
Special Abilities
Elemental Bending. Jarek can manipulate nearby nonmagical fire and water within 60 feet, extinguishing flames, redirecting liquid, or shaping either element into simple forms. He can maintain only one significant elemental effect at a time.
Hardened Survivor. Jarek has advantage on saving throws against exhaustion and environmental hazards, and he cannot be surprised while conscious.
Smog Bending Limitation. Jarek's combined fire-and-water techniques require both elements to be present or created by his bending. Strong wind disperses his smog effects at the GM's discretion.
Description

Jarek is young, lean, and visibly hardened, with dark hair, wary eyes, and a body covered in scars from hardships he refuses to discuss. He wears a reinforced coat assembled from relics of past, present, and future cultures, and carries no visible adventurer's badge beyond the D-rank insignia he stubbornly retains.

Hook

The adventurers discover that Jarek has completed eighteen SS-rank missions while officially remaining a D-rank adventurer who has never taken the promotion test—and the next sealed assignment bears one of their names.

Motivation

Jarek wants to uncover who has been assigning him outer-plane work while suppressing his rank, protect young adventurers from being exploited, and learn why he was sent on his first job at age twelve.

Personality

Suspicious, terse, and intensely observant, Jarek assumes every offer hides a price. He is highly competent under pressure but becomes evasive whenever anyone asks about his scars, his childhood, or his mission records.

GM Notes

- Jarek began taking outer-plane jobs at age twelve and refuses to explain how he survived them.
- His eighteen SS-rank missions may be fabricated records, a conspiracy, or proof that he is being prepared for a hidden war.
- Fire and water together fuel his smog bending; separating him from one element sharply limits his strongest technique.

Created with Town Scryer for Dungeons & Dragons 5th Edition

by DireDragon8047