Killith Namoran
Kilith Namoran is a Dragonborn from Nulgath, Zakib. They were orphaned in the underground slums, born after his mother unknowingly copulated with a dragon, disguised as a human. Kilith is almost an entirely normal human; their Dragon heritage only visible in their eyes, which are glowing, yellow, and snake-like, and their hands, which are covered in red scales with long, black claws. Their saliva is abnormally hot, but not enough to deal any substantial damage. After managing to save enough money doing odd jobs in the slums, Killith was able to afford passage to the surface. They were urged to join various theives guilds, however, Kilith discovered their passion was to care for Zorithil, giant ridable lizards adapted to life in the Zakibian deserts. Killith sells Zorithil mounts at his stable in Nulgath to those who wish to cross the deserts and will even offer to make the journey with party for a price.
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Kilith, Dragonborn Beastmaster of Zakib
Medium Dragonborn, Zorithil Breeder, Chaotic Good
Armor Class 13
Hit Points 44
Speed:
30 ft
STR
13
( +1 )
DEX
18
( +4 )
CON
16
( +3 )
INT
17
( +3 )
WIS
18
( +4 )
CHA
12
( +1 )
Skills Proficiencies: Animal Handling, Nature, Medicine, Survival
Beastmaster
Kilith can speak to his Zorithil companion, as well as any other Zorithils.Damage Immunities Fire
Condition Immunities Charmed, Exhausted (Heat Only)
Senses Darkvision 120ft
Languages Common, Draconic
Challenge Rating 4
Proficiency Bonus +2
Ideals
Being One with Nature
Bonds
Zorithils
Flaws
Scares people away
At will:
Produce Flame
Casting Time: 1 Action Duration: 10 Minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
3/day:
Searing Smite
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.Snare
Casting Time: 1 minute Components: 30ft of rope While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.Beastmaster
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one. Reference the Beast of the Land statblock for this companionActions
Draconic Shriek
Kilith screams with the force of a dragon in a 30ft radius around them. Any creatures caught in the blast must succeed a DC 19 Constitution Saving throw or take 2d8+2 Thunder Damage.Lance
[1d12+1] Disadvantage to Attack Rolls within 5 feet of an enemy. Requires two hands to wield when not riding a mount.
Children
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