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Styrr

Styrr is the priest of Arkay in the Hall of the Dead in Solitude. He is nocturnal character who spends his nights tending to the dead or wandering the graveyards of Solitude blessing remains and ensuring the dead are free from the influence of necromancy.   Quotes:
"Well, hello!"
"Hello, my child. Arkay watch over you."
"May Arkay bless you with a long life, a proud death, and a restful grave."
"May the light of truth keep the darkness at bay."
"You know what needs to be done. Is there something more you need?"   On Potema:
"Ah Potema. Former queen of Solitude and one of the most dangerous necromancers in recorded history. She was responsible for the Empire's near collapse almost five hundred years ago. I believe I have a book about her..."
"A curious figure. Unrepentantly evil and nasty, of course, but also astonishingly brilliant, and obviously quite a necromancer at her end. She was always so close to being Empress, but despite her machinations, it was never to never to be hers. Ironically, if she were alive today, she'd be the only living member of the Septim bloodline. By all rights, she would now be Empress."
"Potema Septim has been summoned in spirit form but was not raised from the dead; she will require help before she returns to the land of the living. For now, she lurks in a place where the dead eagerly serve her—the old catacombs."
He wears hooded monk robes and a pair of boots. He wields an iron dagger and carries a Amulet of Arkay and some common gold and loot.
Children

Priest

Medium Any race, Any Good

Armor Class 10
Hit Points 16 (3d8+3) 3d8+3
Speed: 30 ft

STR

7
( -2 )

DEX

10
( +0 )

CON

12
( +1 )

INT

13
( +1 )

WIS

16
( +3 )

CHA

13
( +1 )

Saving Throws Wisdom +5, Charisma +3
Skills Medicine +5, Persausion +3, Religion +5
Damage Resistances Radiance, Necrotic (Priest Robes)
Senses passive Perception 13
Languages Common, two other languages
Proficiency Bonus +2

The Priest is a 3rd-level spellcaster, thier spellcasting abilty is Wisdom (spell save DC 13, +5 to hit with spell attacks) they have the following Cleric spells prepared:  

Cantrips

Guidance, Spare the Dying, Thaumaturgy, Word of Radiance  

1st-level Spells (4 slots)

Bless, Ceremony, Healing Hands, Purify Food and Drink  

2nd-level Spells (2 slots)

Lesser Restoration, Prayer of Healing


Priest Robes. Clothes that when worn while you are wearing no armour and not wielding a shield, have resistance to Necrotic damage and Radiance damage.

Actions

Off-Hand Attack. The Priest can make an attack with thier off-hand, as with two-weapon fighting.   Iron Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5ft or range 20/60, one target. Hit: (1d4) piercing damage.   Punch. Melee Weapon Attack: 0 to hit, one target, Hit: (1d4-2) bludgeoning damage.

Bonus Actions

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra (1d4) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each level above 1st.


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