Zilla Luciano

Zilla (a.k.a. Purple Death)

Zilla is known to do good, especially by a few tavern owners in the city of Ventris, and especially by those whoo work at the Iron Gut. This tielfling has had it hard, spending too much of his life in labs, losing people, and losing parts of himself too...  
  • Class: Blood Hunter
  • Race: Tielflin/Were-Dragon
  • Personality: Cocky, kind, good-hearted. Is more serious in Ultarn, more business orientatetd. If some said something disrespectful or rude to Zilla or anyone of his friends with him, he wouldn’t hesitate to punch them in the face and put them in their place... Especially if in the city. 
  • Family: None, except for the Lucianas now

Statistics

Character Sheet

Zilla

9 Level (0/64000 XP for level-up) Dragon Casualty Background Tielfling/Lycan Race / Species / Heritage Chaotic Good Alignment
Blood Hunter
Level 9
Hit Dice: 9/9
1d10+3 Class 1

STR
19
+4
DEX
17
+3
CON
17
+3
INT
13
+1
WIS
14
+2
CHA
14
+2
96
Hit Points
+3
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
50/100
Speed (walk/run/fly)
12
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+7 Dexterity
+3 Constitution
+5 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+2 Deception CHA
+1 History INT
+6 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Yin & Yang +9 STR 1d10+1d8+4 Slashing
 Versatile
Shortsword +4 STR
Attacks
Hunter's Bane
At 1st level, you have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.

The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence and Wisdom)

Blood Maledict
Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one Blood Curse of your choice. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

Blood Curse of Binding
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Blood Curse of Mutual Suffering
As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to the damage you suffered. This curse then ends.
Amplify: This curse instead deals twice the damage you suffered, and it ignores necrotic resistance

Blood Curse of the Eyeless
When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.
Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.

Fighting Style
Great Weapon Fighting. When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Crimson Rite
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.

Crimson Rites

  • Rite of the Flame. Your rite damage is fire damage.

  • Rite of the Frozen. Your rite damage is cold damage.



Heightened Senses
When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hybrid Transformation
Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:

Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice).
.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Stalker's Prowess
At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.

Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike.

Brand of Castigation
At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1).

Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with Dispel Magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Grim Psychometry
When you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM’s discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Features & Traits

  • Gold Dragon Plate Mail

  • Helm of Brilliance (Attuned)

  • BlueIoun Stone (Attuned)

  • 3 Healing Potions

  • Yin & Yang (Attuned)

  • Nondetetction Ring

  • Wand of Secrets

  • 3 Swampgrip potions

  • Zilla's mob ring



In Bag:

  • Scroll of contact other plane

  • Scroll of water breathing

  • 25 bottles of fancy booze

  • 5 x Vespon Honey jars

  • 10 x Healing Potions

  • Bellhop Topper





House:

  • Gold for Luciana (10,847GP)

  • 10 Poisonous Lumos Beetles

  • Piggy Bank (20,000 GP)



Equipment Copper: 200, Silver: 446, Electrum: 904, Gold: 19, Platinum: 22 Money
Languages

  • Draconic

  • Common



Armour Proficiencies

  • Light Armour

  • Medium Armour



Weapon Proficiencies

  • Simple Weapons

  • Martial Weapons



Tool Proficincies

  • Thieve's Tools

  • Tinkerer's Tools



Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
  Transformed Zilla Feral Zilla Race

Physical Description

Body Features

  • Skin colour and texture: Purple Skin and it feel dry and rough
  • Race: Tiefling
  • Size/ Muscle/ Definition/ Thiccness of Chest: Medium
  • Height: 5'7
  • Likely poses/posture: leaning against a wall
  • Scars: has small scars for cut that were left unbandaged and one big scar on the right side of his ribs running down
  • Tattoos:none

Facial Features

  • Eye colour: Fading grey
  • Unique/ Racial features (Such as ears or scales): Horns
  • Scars: None

Special abilities

  • Turns into a were-dragon that is 7 feet tall

Apparel & Accessories

  • Outfit (Colours, top, pants, shoes, cloaks, gloves, belts, etc): he wears a dark blue leather armor over a light purple shirt and dark blue pants with leather padding
  • Weapons (With description) on your person that are visible: he has one long sword on his left hip side
  • Accessories (Hair clips, backpacks, potions attached etc) (edited) he has a side bag that he keeps on his right side

Specialized Equipment

Magic Items
  • Helm of Brilliance
  • DMG

    Helm of Brilliance

    Wondrous Item

    Very Rare Requires Attunement

    You gain the following benefits while wearing it:  
    • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
    • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
    • As long as the helm has at least one ruby, you have resistance to fire damage.
    • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
    Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

    This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

    Cost: 33.000 GP

  • Wand of Secrets
  • Wand of Secrets

    Wand

    Uncommon

    The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

    Cost: 750 GP

Mental characteristics

Personal history

Zillers time in the lab

The first night when I was kidnapped wasn’t too bad. When I came to I was in a dark room with a raggedy old bed in the corner and a bucket to shit in in the other corner. I was confused and still a bit dazed when I woke up. There wasn’t much light, just a dim light from the gap around the door frame. For the first couple of days I wasn’t seen. After the third day I was so desperate for water. Then I finally hear footsteps of someone walking down the hall outside. I could hear him as he was trying to find the key for the to the door. When the door finally opened I was nearly blinded from the light in the hall as it was the most light I had in days. The man just stared at me and took notes before throwing a a water skin and a hard loaf of bread my way. He shut the door and repeated that pattern for about a month, never speaking to me even when I spoke to him.

After a about a month I was moved to a other place, I just remember a different man coming to the door and the just knocking me out. When I came to i again found myself in a small shitty room with not much in it, just some marks on the wall with ether initials or tally’s for what I assume was how long someone was in there for. I was surprised when I was feed on the first night. I heard others here unlike the other place. I didn’t try to speak to anyone on the first night beccause I was so shaken up over the last month of time in the room, then the next night I finally spoke to the person in the room next to me and I found out it was a small little girl name Laura, she was scared of this place and has been here for about seven months. At the end of each week, a man came and grabbed me, took me to a room and strapped me down to a table before he would leave. Then a man came in, Doctor E. The first time in there, the man applauded me for lasting this long explaing how the others usually killed themselves by now. He was impressed with how well I lasted. And then he branded me with a number on my lower left rib cage. No. 1792. After the did that he started talking to himself about how he was going to push the body and strengthen the mind. He then injected me with a strange liquid. It had really burned when he injected it. He continued this for two years.

In my time there, I’d grown close to Laura. She spoke about her family and the life she had before being grabbed. She was a lovely girl and just wished to be home, like we all did. Doctor E would talk to me about how I was lucky to be apart of this, how it was gonna be a gift with what he is doing. He would ramble about how he was working on making people better. He would talk to himself while writing notes in the notebooks when he would do experiments. After two long years or so of being injected he started to get mad at me when he would say,

“Why?! Why isn’t it working. I’ve spent so long on this and have been so patient. Why aren’t you showing any changes?!”

At the time I wasn’t sure what he meant but after about another year of this with him getting more and more angry, he finally decided that he would hurt me in a new way to see if it would help, he started to cut me and carry out tests with blood. But the worst one was when dragged me into the room and didn’t speak. He just cut. He started with just small cuts around my body and the he just got frustrated and with one bit swing just slashed me down the right of my rib cage.

When none of this did anything but hurt me he decided to one night bring the girl into my room and he looked at me with anger in his eye and pulled out a gun and pressed it against her head and said:

“You were supposed to be different. Of all of my tests and all of my subjects, you were the most promising subject. You lasted so long but besides being able to endure all the pain and all the test you are still alive.”

And then he pulled the trigger and left her body to drop to the floor. He left me in the room with her body. I held her and prayed for her to be okay and held her in my arm and in that moment a I felt a bellowing anger deep inside me and a raging dark fire within me. Then I felt my body for the first time starting to change, it was a painful and terrifying feeling. But when I changed my emotions changed. I felt more focused and determined to kill him. I got up and started to smash my way through the cold iron door that held me. When I got through I started to slaughter my way through the lab. Guard after guard that would try to stop me. I went through the lab and slashing and burning my way through when I hit a door that had highly flammable stuff on the other side, it blow up and through me to the ground and I had to rush to find my way outside. I barely hit out alive, I ended up turning back to normal and just stumbled away from the burning building and found myself to a bar and when I entered I passed out on the floor covered in blood. When I came to I found myself in a tavern room, it panicked for a moment thinking I was right back in the lab. I was relieved when I wasn’t back in the lab.

Time After the Lab

When I got up I tried to leave but the door was locked, I was still covered in blood and in my shitty torn up clothes. Very soon a man opened the door and told me to wash up and be ready to meet the boss. He handed me clean clothes and directed me to the shower to wash up. After that I was lead to a room and told to wait for the boss. It was a nicely decorated office with fine furniture and a portrait of a finely dressed man and a gold trim frame. When he man in the frame walked in he introduced himself to me and said his name was L Luciana or Mr Lucky. He asked me what happened to me before I passed out. I explained that I was imprisoned by a strange doctor who was testing on people, and I broke out. He was impressed in how I survived and offered me a job if I wanted it. I didn’t have anything left so I decided to take the job before even knowing what the job was. At first I was just helping around the tavern which was called The Steel Hog-in. But one time I was working a bar fight started and I dropped both of them to the ground and they quickly got me doing more work around handling people. They got me to start doing deliveries with two other guys named Mike and Ike. I soon realised that he was just a simple tavern owner, but instead was some kind of mob boss. Cause the delivery were dropping off packages and getting large amounts of money in return. Sometimes we had to beat the people to get the money. That was something I hated doing but I did it because I owed him my life, I don’t think I’d be alive if it was for stumbling in to his tavern that night. I never told him or anyone about how I truly got out of that place. Most nights it was hard to sleep. wondering if at any stage I could turn into that hell again and then that day happened.

I had a day off after a very long week and went out for a drink at a tavern. I went to for some quiet time at a tavern called The Iron Gut. The night I was there I had quite a few drinks and I saw one of the tavern goers getting angry at the bartender for stopping him and his mates from having anymore drinks, when he hit the bartender I just snapped and I felt that horrible feeling flood over me again and the pain of turning into it. Some of the tavern folks ran but before the other guys realised what was happening I already had one by the throat. I bit down on his throat and ripped it out and stared at the other two before using my tail to stab right through his heart and snapping the neck of the man who hit the bartender. It happened so fast that by the time I realised what I had done it was too late. I ran out of there and back to The Steel Hog-in. I spoke to the boss the next day about what had happen and he said he was looking into the group that held me for months and told me their name. The Branders. He said that he heard a rumour that they set up shop on another continent and said that he can help me go to the other continent to find out answers on what is happening. Three months later I went off to the other continent in search of The Branders and a place called Dendor to find answers.

Gender Identity

He/Him

Sexuality

Straight: Dates Females

Education

doesnt have much of an education as he was home school by his mum before dying of an illness

Employment

Use to work at a factory building parts for houses that would be built

Accomplishments & Achievements

  • Helped kill the three Apeies of the Wild Woods and gaining access to the dream tree
  • Helped defend the Elven Queen and Liberia from the attack from the black dragon
  • Helped save Calmar from the attack from Ventris

Failures & Embarrassments

  • Biggest failure was making a promise to Laura saying that she will make it out of the lab but in the end she died in front of me.
  • Other failure was going to save Ginny from the blue person but not stopping them before they could get away

Mental Trauma

Have horrific nightmares about waking up in the labs and not being able to get out

Personality Characteristics

Motivation

My motivations are wanting to destroy The Branders and save as many people as possible along the way.

Likes & Dislikes

Likes:
  • Rasberry pie

Social

Hobbies & Pets

Has a Winged Monkey named George.

Relationships

Anton

Friend (Trivial)

Towards Zilla Luciano

2

Honest


Zilla Luciano

Friend (Important)

Towards Anton

2

Dishonest


History

  • Zilla was responsible for bringing Aton back from the dead. He flew him to the druids camp as fast as he could.
  • Zilla lied and nipped some of his blood in training.

Zilla Luciano

Friend (Important)

Towards Valerian

1

Honest


Valerian

Friend (Important)

Towards Zilla Luciano

2

Dishonest


History

Zilla and Valerian met in the bar like anyone else:      

  • Valerian banters with Zilla quite a lot. For instance when Zilla asked Valerian when his and Lillith's wedding would be playfully, he replied
  • "I don't know, you haven't sent the invite out"  
  • Valerian and Zilla made deals with the opposite collecters, Hograth & Sallian, to kill the opposing target

Commonalities & Shared Interests

  • A good fight

Shared Secrets

  • Estorra & the Ingolan Crystals

Shared Acquaintances

  • Kallie
  • Michael
  • Ginny
  • Lilly
  • Lillith
  • Caz
  • Nerine
  • Anton
  • Beau

Zilla Luciano

Friend (Important)

Towards Kallie

3
3

Dishonest


Kallie

Friend (Important)

Towards Zilla Luciano

3
3

Dishonest


History

Kallie's Perception of Zilla

"He's reckless sometimes, but I can have nothing but respect for him. Kind of idolise him a little..."
  Zilla's Perception of kallie
"She's someone who walks the same path as me"
 
  • Zilla was among the group there for her during the devourer moment, trying to rip the devourer out
  • Spending all night going through branders notes
  • Zilla investigating her series of murders
  • Helping her the night she threw up body parts

Commonalities & Shared Interests

  • The Branders
  • Helping people

Beau Pierce

Acquaintance (Trivial)

Towards Zilla Luciano

0
0

Dishonest


Zilla Luciano

Acquaintance (Important)

Towards Beau Pierce

0
0

Dishonest


History

Moments together:

  • Beau drew on Zilla's face, writing 'alcoholic', or drawing a moustache
  Beaus' Pereception of Zilla
"I also don’t interact with Zilla much, he seems like a guy who always thinks with his heart and not his head, if he has a goal in mind, he won’t stop until he has achieved it. I think it can be good sometimes, but he gets carried away and puts people in danger. If he learnt to balance both, he could be a real threat.” ~Beau

Commonalities & Shared Interests

  • Ginny! Beau's friend, and Zilla's romantic interest

Shared Acquaintances

  • Estorra's citizens
  • The party

Species
Ethnicity
Age
47
Date of Birth
22nd of Autumn, 13451DL
Birthplace
Ventris
Spouses
Siblings
Children
Current Residence
Estorra
Pronouns
He/Him
Sex
Male
Gender
Male
Presentation
Masculine
Eyes
Purple, becoming more draconic due to his imrpoving darkvision
Hair
White
Skin Tone/Pigmentation
Purple, beginning to scale over
Height
5,7
Quotes & Catchphrases
"That's my girl"~Zilla
"Haven't you realised that the gods have abandoned you?" ~Zilla
Known Languages
  • Common
  • Draconic
  • Infernal

Comments

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