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Zak'ary Bloodbane

Zak'ary Bloodbane

Medium Humanoid, True Neutral
PC
HP 78 AC 16 CR 5

Zak'ary recognizes a symbol on the party's map as the mark of the force that ambushed his mission, and offers to lead...

Size
Medium
Alignment
True Neutral
Armor Description
Studded leather armor
Creature Type
Humanoid
Current Hp
78
Formatted Speed
30 ft. ft.
Formatted Saves
Str +6, Con +5
Formatted Skills
Athletics +6, Perception +6, Stealth +6, Survival +6
Formatted Senses
passive Perception 16
Hit Dice
12d8 + 24
Languages
Common and one regional language
Proficiency Bonus
3
Xp
1800
Abilities
CHA
10
(+0)
CON
14
(+2)
DEX
16
(+3)
INT
10
(+0)
STR
16
(+3)
WIS
16
(+3)
Speed
Walk
30 ft.
Senses
Passive Perception
16
Actions
Multiattack. Zak'ary makes two attacks, using Longsword or Longbow in any combination.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Bonus Actions
Skirmisher's Step. Zak'ary moves up to half his speed without provoking opportunity attacks from one creature he attacked this turn.
Reactions
Parry. Zak'ary adds 3 to his AC against one melee attack that would hit him. He must see the attacker and be wielding a melee weapon.
Skills
  • Athletics +6
  • Perception +6
  • Stealth +6
  • Survival +6
Saving Throws
  • Str +6
  • Con +5
Special Abilities
Battlefield Tracker. Zak'ary has advantage on Wisdom (Survival) checks to track creatures and on Intelligence checks to recall information about military tactics, battlefields, and patrol routes.
Last Survivor. When Zak'ary is reduced to half his hit points or fewer, he has advantage on saving throws against being frightened and gains a +2 bonus to damage rolls.
Skirmisher. Zak'ary can move up to half his speed as a bonus action without provoking opportunity attacks from one creature he has attacked this turn.
Description

Zak'ary is a lean, weather-beaten man in his late fifties, with iron-gray hair cropped close, tawny skin, and a scar crossing one blind-white eye. He wears patched field armor beneath a faded army cloak and moves with wary, economical precision.

Equipment

Studded leather armor, longsword, longbow, 20 arrows, hunting knife, weather-stained army cloak, bedroll, flint and steel, and a broken military insignia

Hook

Zak'ary recognizes a symbol on the party's map as the mark of the force that ambushed his mission, and offers to lead them to its hidden camp.

Motivation

He seeks the truth behind the scouting disaster that got him banished and wants to determine whether his surviving comrades were truly killed.

Personality

Quiet and observant, Zak'ary distrusts officers and hates wasteful heroics, but he will not abandon someone who follows his trail into danger.

GM Notes

- Use him as a wary guide, reluctant ally, or morally neutral rival.
- He knows military routes, ambush tactics, and wilderness signs.
- His broken insignia may prove his banishment was politically arranged.

Created with Town Scryer for Dungeons & Dragons 5th Edition

by PeerlessLegionnaire4293