Sythra Hesk
Sythra Hesk
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandCON
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
6 featuresAlways on
- Favored EnemyLevel 1
Sythra has particular experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose one favored enemy type and two associated languages. Her favored enemy is humanoids, specifically criminals and cultists, and her associated languages are Thieves' Cant and Infernal.
- Natural ExplorerLevel 1
Sythra is especially familiar with one type of natural environment and is adept at traveling and surviving there. Her chosen terrain is forest. While traveling for an hour or more in forest terrain, she gains the benefits of Natural Explorer, including difficult terrain not slowing the group, remaining alert while performing other activities, and improved tracking and navigation.
- DarkvisionTieflingSythra can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
- Hellish ResistanceTieflingSythra has resistance to fire damage.
- Infernal LegacyTieflingSythra knows the thaumaturgy cantrip. Charisma is her spellcasting ability for this trait.
- Criminal ContactCriminal
Sythra has a reliable and trustworthy contact who acts as her liaison to a network of other criminals. She knows how to pass messages, obtain information, and call in limited favors, though extensive assistance may require repayment.
Spells
1 spellSpellcasting. Sythra Hesk casts with Charisma (spell save DC 8, to hit with spell attacks).
Cantrips (at will):
Gear
10 itemsWeapons
- 2×ShortswordLight martial blades with finesse and light properties. Each deals 1d6 piercing damage.
- LongbowA martial ranged weapon that deals 1d8 piercing damage and has a normal range of 150 feet and long range of 600 feet.
Armor
- Scale mailMedium armor made of interlocking metal scales, providing an Armor Class of 14 plus Dexterity modifier, to a maximum of +2.
Tools
- Thieves' toolsFine tools for manipulating locks and disarming traps.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- 20×ArrowsAmmunition for the longbow.
- CrowbarA sturdy iron bar useful for forcing doors, prying containers, or improvising leverage.
- Dark common clothes with hoodPlain dark clothing with a deep hood, suitable for blending into alleys and avoiding notice.
- Dice setA set of marked bone dice used for gambling and coded signals.
Purse
- 15×Gold piecesA small purse containing starting funds from the criminal background.
Appearance
Sythra is a lean, sharp-featured tiefling with dusky crimson skin, swept-back black hair, and narrow ivory horns that curve close to the skull. Her yellow eyes rarely remain still, and a thin spade-tipped tail usually coils beneath her weather-stained cloak. She wears practical scale mail beneath dark travel clothes, with a longbow across her back and two shortswords at her hips. A small silver clasp shaped like a key is fastened at her throat.
Mannerisms
Sythra turns her head slightly before answering, as though listening for a second conversation. She checks exits whenever she enters a room and rests one thumb against the silver key at her throat when uneasy.
Personality
Watchful and dryly observant, Sythra speaks softly enough that people lean toward her, then remembers every word they said. She is suspicious of authority but unexpectedly gentle with frightened animals, children, and anyone who has been cornered. She prefers practical solutions, quiet exits, and plans that leave at least two ways out.
Ideals
Freedom. No one should be owned, cornered, or forced to live by another person's rules. I will break chains wherever I find them.
Bonds
I owe my life to the three prisoners I freed, and I will find the people who took them and make certain the road is closed forever.
Flaws
I assume every kindness has a hidden price, and when cornered, I lie first and ask questions later.
Quirks
Background
Sythra was raised in the crowded alleys behind a river market, where tiefling children learned early that a horn or a red face could make honest work difficult and dishonest work profitable. Her mother taught her to read locks, footsteps, and silences. By sixteen, Sythra was carrying sealed messages for a local smuggling ring, using the marsh trails outside the city to avoid patrols. She became known for returning with both the package and the truth about who had tried to steal it. The turning point came when the ring began moving people instead of contraband. Sythra discovered that several missing travelers had been sold to a cult operating beyond the old pine road. She sabotaged the operation, freed three prisoners, and fled before the smugglers could decide whether to kill or recruit her. Since then, she has worked as a ranger and occasional thief, tracking predators through wilderness and city alike. She still maintains one cautious criminal contact, but her bow now serves the hunted more often than the hunted's captors. She is determined to find the cult's hidden road and dismantle the network she once helped protect.
“Her mother taught her to read locks, footsteps, and silences.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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