Germir
Germir
Sheet
AC 15 · HP 34 · 25 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresAlways on
- Favored Enemy (Undead)Level 1
Advantage on Survival checks to track and Intelligence checks to recall info about undead.
- Natural Explorer (Underdark)Level 1
Double proficiency bonus on certain checks and travel benefits in the Underdark.
- Fighting Style (Dueling)Level 2
+2 bonus to damage rolls with a one-handed melee weapon.
- Primeval AwarenessLevel 3
Spend a spell slot to sense the presence of certain creature types nearby.
- Dread AmbusherLevel 3
Gain a bonus to initiative equal to Wisdom mod. On your first turn in combat, speed increases by 10 feet and you can make an additional attack with extra 1d8 damage.
- Umbral SightLevel 3
Gain Darkvision 60 ft (total 120 ft). You are invisible to any creature that relies on darkvision to see you in darkness.
- TraitHill DwarfDarkvision (60 ft.)
- TraitHill DwarfDwarven Resilience (Advantage on poison saves, resistance to poison damage)
- TraitHill DwarfStonecunning (Double proficiency for History checks related to stonework)
- TraitHill DwarfDwarven Toughness (+1 HP per level)
- Watcher's EyeCity Watch
You can find the local outpost of the watch or a similar organization, and you are adept at identifying dens of criminal activity.
Spells
4 spellsSpellcasting. Germir casts with Wisdom (spell save DC 12, to hit with spell attacks).
1st level (3 slots): , , ,
Gear
5 itemsWeapons
- 2×ShortswordFinesse, light melee weapon.
- LongbowRanged weapon with 20 arrows.
Armor
- Chain ShirtMedium armor consisting of interlocking metal rings.
Gear
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50ft rope.
- City Watch InsigniaA badge of office.
Appearance
Germir has skin like soot-stained granite and hair the deep, glowing red of a furnace. He wears practical leather and chain armor that has been darkened with charcoal. His eyes are small and sharp, reflecting no light, even when he stands near an open flame. He carries himself with a low center of gravity and a heavy, deliberate gait.
Mannerisms
He tends to stare at a fixed point just over someone's shoulder while talking, as if watching for movement in the distance.
Personality
He is a dwarf of very few words and even fewer movements. He believes that most people panic because they focus on the flicker of the flame or the depth of the dark rather than the path beneath their feet. He remains unsettlingly still during social gatherings, often mistaken for a statue until he speaks.
Ideals
Vigilance. The moment you blink is the moment the threat arrives. Stay centered, no matter how the world burns around you.
Bonds
I still carry my tarnished city watch whistle. If I hear its twin, I will move mountains to reach my former brothers-in-arms.
Flaws
I am so used to the silence of the tunnels that I often forget others cannot see in the dark or hear the shifts in the earth.
Quirks
Background
Germir spent a century as a Deep-Guard in the forge-city of Krag-Hallow. He was stationed at the 'Threshold of Embers,' the specific gate where the volcanic vents met the unmapped tunnels of the Underdark. One evening, a subterranean rift opened, flooding the gatehouse with both white-hot liquid stone and creatures of pure, choking shadow. While his fellow guardsmen fled the heat or were consumed by the void, Germir remained at his post. He discovered that by looking into the fire, he could see the 'weight' of the shadows, and by standing in the shadow, he could endure the heat. He held the gate for three hours alone. Since then, the Delve has felt too small. He now wanders the surface world as a specialist, hunting things that hide in plain sight or emerge from the places where light and dark collide.
“He was stationed at the 'Threshold of Embers,' the specific gate where the volcanic vents met the unmapped tunnels of the Underdark.”
- Background
- City Watch
Connections
Species
Hill Dwarf
Media
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