Eric

Str- 12 Dex- 22 Con- 18 Int- 20 Wis- 10 Cha- 18
+1 +6 +4 +5 0 +4
  • Armor Class- 24
  • Health Points- 275
  • Speed- 45ft
  • Saving Throws- Con +10, Dex +10
  • Skills- persuasion +10, Deception +12, Arcana +8
Physical description and Personality   Eric is a tall and handsome human man, looking to be in his late 20's. he is dressed in deep blue loose fitting clothes with a black leather chestplate and gauntlets. He usually has a friendly smile and a cunning glint in his eye. He comes across as charming, sincere and insightful if a bit mischievous, and while he does tend to care about people and wont go out of his way to harm others, he is in reality a cold blooded killer who will betray or cut down anyone who stands between him and his goals.   History and agenda   Eric grew up in a small Gladrian village on the border of Madgar. When he was a young child his village was attacked by a white dragon wyrmling which wreaked havoc, and killed his entire family save for his older sister, and the destructive power displayed by the dragon would leave a lasting impression on him. He himself survived the attack, due to the intervention of a young Talon named Gunvald. At the instance of his sister, and his own secret desire, Gunvald would take Eruestahn with him and train him as an apprentice.   As a Talon, Eric proved himself to be more than capable, rapidly and enthusiastically took to the craft. Many in the order preached that he would become the next great leader, and indeed he had been well on his way to do just that. However his fate would be altered forever when word came back that his sister needed him.   While away with the Talons, his sister remained in the small village outside port Lismore. It was here many years later when a young, ambitious and self righteous mage named Becket would force himself upon her, using magic to manipulate and control her when she resisted. The ordeal broke her, physically and mentally. Eric returned to his home to care for her, which he would do for several months until her eventual suicide.   This event changed him, and set him on a warpath. He made an oath of desperate vengeance, which attracted the eye of the Archdevil Levistus. He made a deal with Eric, to give him the power and knowledge needed to take control of the continent, to become a dragon lord. IN addition to this giving him the power to extract his revenge against the mages, Levistus will also give him the power and support of the 9 hells to resist the coming abyssal invasion. And all Levistus asks for in return is his allegiance, that he rules in Levistus' name, and obtain a magical weapon from the armory of Cintras that can be used to free him from his icy prison.   Personal beliefs   Eric believes that the ends justify the means, and is defined by his personal loss. He also holds fast the the Talon belief that all power comes with a price, though he has twisted the sentiment to justify his own agenda of hunting down powerful mages who he feels have not paid enough.   Fighting Strategy   He will dodge and avoid, preferring not to fight unless he has something at stake or invested in the fight. He much prefers to manipulate or convince others to get him what he wants and then slip away. In combat, he will try to seperate opponents, keeping the larger threats at range while he picks off weaker links.   Equipment
  • scottish broadsword with Beckets name engraved on the blade
  • several vials of the Talons Changing formula
  • a spell book, with maps, notes and research on the orbs of dragonkind.
  • animated rope
Abilities
  • Crimson Rite- can sacrifice 1d6 HP to imbue weapons with an extra 1d6+2 lightning damage.
  • Extra Attack- can attack twice, one of those attacks being a cantrip if wanted.
  • Blood Curse Binding- As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.
  • Blood Curse Corrosion- As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
  • --The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.
Actions
  • Longsword- +10 to hit, deals 2d8 slashing + 1d6 lighting +2 (rite damage) +10 damage
  • Chill Touch- +10 hit, 3d8 necrotic and target can't regain HP until next turn
  • Mind Sliver- ranged cantrip, Int sav throw and on failure takes 3d6 damage and takes a -1d4 on next saving throw.
Legendary actions   Eric can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his next turn.
  • Legendary Resistance- 3 times per day, when he fails a saving throw, he can choose to succeed instead.
  • Rapier Strike (1 action)- Can make 1 melee attack with advantage.
  • Misty Step (1 reaction)- when a physical attack would hit him, he can choose to cast misty step and have the attack miss.
  • Spell (2 action)- Can cast a spell from his list.
Spells   Spell Attack Mod +10, Spell Save DC= 20
  • At will Cantrips- Chill Touch, Mind Sliver, Invisibility, Disguise self, Toll Dead,
  • 8 times per day- Misty Step, Bestow Curse, Counter Spell, Fireball (storm of sharp icicles), Fly, Vampiric Touch
  • 4 times per day- Evard's Black Tentacles (ground turns to ice, creeping ice covers their legs and pierces them), Greater Invisibility, Polymorph, Summon Greater Demon, Wall of Fire (ice reflavor)
  • 3 times per day- Disintegrate, Vecna's Razor (a coating of black ice along his blade)
  • 2 times per day- Draconic Transformation (frost breath weapon), Meteor Swarm (ice spikes up from the ground)
Children