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Saliah

Saliah is a Redguard scout and member of the Dawnguard, an order of vampire hunters that operate across Skyrim. She is in Dragon Bridge hunting Garan Marethi; a Dunmer vampire who was a member of the Volkihar Clan of vampire's. The dawnguard's foremost enemies, who attempted to destroy the sun with blood magic. She has orders to travel to Morthal as well, where two Dawnguard Paladins have gone missing.   Quotes:
"Forgive me, but I am on urgent business for the Dawnguard. Stand aside!"
"People think because the war for the dawn is over. Vampires aren't a threat anymore. They couldn't be more wrong."
"If you think you've got the mettle to hunt vampires, speak to Isran at Fort Dawnguard. I wouldn't take the decision lightly though."
"I hear the vigil is doing better in Skyrim these days. They'll never hold a candle to us though."
"You hear anything about vampires in the area, you tell me. Let me do what I do best."
Saliah wears dawnguard armour with matching gauntlets and boots, along with a Dawnguard Amulet. In battle she wields a silver waraxe and a heavy crossbow. She carries her orders from Isran, a map to a dawnguard cashe in Morthal along with uncommon loot and gold.
Children

Dawnguard Scout

Medium Any race, Soldier, Lawful Good

Armor Class 17 (Steel Breastplate, Defence)
Hit Points 37 (5d8+15) 5d8+15
Speed: 30 ft

STR

14
( +2 )

DEX

15
( +2 )

CON

16
( +3 )

INT

10
( +0 )

WIS

12
( +1 )

CHA

14
( +2 )

Saving Throws Wisdom +3, Charisma +4
Skills Insight +3, Investigation +2, Perception +3, Religion +2
Damage Resistances Bludgeoning, Necrotic
Condition Immunities Disease
Senses passive Perception 13
Languages Common
Challenge Rating 2
Proficiency Bonus +2

The Dawnguard Scout is a 4th-level spellcaster, thier spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks) they have the following Paladin spells prepared:  

1st-level (3 slots)

Bane, Close Wounds, Detect Evil and Good, Guiding Bolt, Hunter's Mark


Dawnguard Amulet. Has resistance to Necrotic damage, creatures that deal necrotic damage to the Scout cannot heal by the amount of necrotic damage dealt.   Divine Sense (4/day). As an action, detects if there are Daedra or Undead within 60 feet; which the Scout can see, that are invisible or disguised.   Lay on Hands (20 points/day). As an action, the Scout can heal a creature up to thier points remaining. Alternatively the scout can expend 5 points to cure one disease or end one poison. Has no affect on undead or constructs.   Channel Divinity (1/halfday). Choosing from the following two options, the Dawnguard Scout can channel divinity once per short rest:
Abjure Enemy. As an action, chooses one creature within 60 feet that is visible. That creature must make a Charisma saving throw DC 12 or become frightened and immobile for the duration. Daedra and undead have disadvantage on the saving throw.
Vow of Enmity. As a bonus action, chooses one creature within 10 feet. The Scout has advantage on all attack rolls against it for 1 minute.   Crossbow Expert. Ignores the loading quality of crossbows. Being within 5 feet of a hostile creature doesn’t impose disadvantage on ranged attack rolls.

Actions

Crossbow Expert. After taking the attack option, the Scout can make an attack with their hand crossbow using their bonus action.   Silver Waraxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage (magical).   Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120,. one target. Hit: 1d6+2 piercing damage (silver bolts, magical).

Reactions

Divine Smite. Can expend one 1st-level spell slot, on a successful hit with a weapon attack, to deal an additional 2d8 Radiant damage to the target. The damage increases to 3d8 if the target is an undead or daedra.


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