Xonsh the Harvester
Xonsh the Harvester
Sheet
AC 16 · HP 27 · 30 ft.Saving throws
Skills
- InsightWIS
- MedicineWIS
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAction
- Eyes of the GraveLevel 1
As an action, you can detect the presence of undead within 60 feet that aren't behind total cover or protected from divination. (Uses equal to Wisdom modifier).
- Channel Divinity: Turn UndeadLevel 2
As an action, you present your holy symbol and each undead within 30 feet that can see or hear you must make a Wisdom saving throw or be turned for 1 minute.
- Channel Divinity: Path to the GraveLevel 2
As an action, you choose one creature you can see within 30 feet. The next time you or an ally hits it with an attack, the creature has vulnerability to all of that attack's damage.
Bonus action
- Circle of MortalityLevel 1
When you heal a creature at 0 HP, any die you roll for that healing uses its maximum value. You also learn the Spare the Dying cantrip with a range of 30 feet as a bonus action.
- Hungry JawsLizardfolkAs a bonus action, make a bite attack. If it hits, you gain temporary HP equal to your Con modifier. (1/short or long rest).
Always on
- SpellcastingLevel 1
You can cast prepared cleric spells using Wisdom as your spellcasting ability.
- BiteLizardfolkYour fanged maw is a natural weapon (1d6 + STR piercing).
- Cunning ArtisanLizardfolkDuring a short rest, you can create a shield, club, javelin, or darts from dead animal remains.
- Hold BreathLizardfolkYou can hold your breath for up to 15 minutes.
- Hunter's LoreLizardfolkProficiency in two skills from Animal Handling, Nature, Perception, Stealth, or Survival.
- Natural ArmorLizardfolkBase AC is 13 + Dex modifier if you are not wearing armor.
- DiscoveryHermit
The quiet seclusion of your hermitage gave you access to a unique and powerful discovery regarding the cosmic balance of life and death.
Spells
9 spellsSpellcasting. Xonsh the Harvester casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (2 slots): , ,
Gear
8 itemsWeapons
- MaceA heavy bludgeoning weapon with a bone-inlaid handle.
- Light CrossbowA ranged weapon for hunting.
Armor
- Scale MailArmor made of overlapping metal scales.
- ShieldA sturdy wooden shield bearing the symbol of a skull.
Tools
- Herbalism KitA set of tools for creating poultices and potions.
Gear
- 20×Crossbow BoltsStandard bolts for a crossbow.
- Heron Skull Holy SymbolA bleached heron skull used as a focus for divine magic.
- Explorer's PackIncludes backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and waterskin.
Appearance
Xonsh is a robust lizardfolk with deep olive scales that have a matte, stony texture. Her eyes are a striking, unblinking pale yellow. She wears scale mail meticulously fitted over her thick hide and carries a heavy shield crafted from the shell of a giant marsh tortoise. She is adorned with necklaces made of vertebrae and a bleached heron skull that serves as her holy symbol.
Mannerisms
Xonsh has a habit of tilting her head completely to one side when someone speaks to her, as if trying to view their internal organs from a better angle.
Personality
I view the world with a cold, biological pragmatism. To me, death is not a tragedy but an efficient recycling of matter. I am often silent, preferring to observe the physical state of those around me rather than engage in small talk. I treat my allies as high-value assets that must be maintained until their task is complete.
Ideals
Equilibrium. Life and death are two necessary phases of the same journey, and neither should be delayed or hurried by unnatural means.
Bonds
I carry a shard of obsidian from my hermitage that vibrates when a great violation of the death cycle is occurring. I must follow its pull.
Flaws
I struggle to understand the emotional grief of others and have been known to offer to harvest the parts of fallen comrades for the sake of efficiency.
Quirks
Background
Xonsh was raised in the sunless Salt Mire, where she learned that everything eventually feeds something else. While her siblings focused on the glory of the hunt, she found herself lingering over the fallen, mesmerized by how quickly a body returns to the earth. She left her tribe to live on the Isle of Bones, an ancient burial ground where she spent years observing the natural transition between existence and void. It was there that she heard the dry, rattling voice of the Grave, urging her to protect the sanctity of this boundary. Since venturing back into the civilized world, she has operated as a wandering guardian who ensures the dead stay dead and the living fulfill their destinies. She has no love for the undead, viewing them as a disgusting stagnation of a beautiful cycle. Her presence is often unsettling to others, as she speaks of mortality with the same clinical detachment one might use to describe the weather.
“It was there that she heard the dry, rattling voice of the Grave, urging her to protect the sanctity of this boundary.”
- Background
- Hermit
Connections
Species
Lizardfolk
Media
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