Zsovara Meren
Zsovara Meren
Sheet
AC 15 · HP 55 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresBonus action
- Frenzied Assault
When While raging after entering a frenzy
She attacks twice with the Attack action, then can make a third melee weapon attack as a bonus action while frenzied.
- Path of the BerserkerLevel 3
She chooses the Path of the Berserker. While raging, she can make one additional melee weapon attack as a bonus action on each of her turns after entering a frenzy. When the frenzy ends, she suffers one level of exhaustion.
- Rage ImprovementsLevel 6
She can use a bonus action to enter a rage, and her rages last for 1 minute. A rage ends early if she is knocked unconscious, if her turn ends without her having attacked a hostile creature since her previous turn or taken damage since then, or if she ends it as a bonus action.
Always on
- RageLevel 1
When Bonus action
She enters a battle trance, gaining advantage on Strength checks and saves, resistance to bludgeoning, piercing, and slashing damage, and a +2 bonus to melee Strength damage while raging.
- Reckless AttackLevel 2
When First attack on her turn
She deliberately leaves an opening, gaining advantage on all melee weapon attack rolls using Strength during the turn, while attackers gain advantage against her until her next turn.
- Hook and Draw
When When attacking with her whip
She snaps her whip around a target's weapon, limb, or ankle, using reach and positioning to control the battlefield.
- Unarmored DefenseLevel 1
Her hit point maximum increases by 2, and it increases by 2 whenever she gains another barbarian level.
- Danger SenseLevel 2
She has advantage on Strength (Athletics) checks made to climb, jump, swim, or otherwise perform feats of physical strength, and her walking speed increases by 10 feet while she is not wearing heavy armor.
- Primal InstinctLevel 3
She can add her proficiency bonus to initiative rolls, provided she is not incapacitated.
- Extra AttackLevel 5
She can make a second attack whenever she takes the Attack action on her turn.
- Fast MovementLevel 5
Her walking speed increases by 10 feet while she is not wearing heavy armor, for a total walking speed of 40 feet.
- TraitTieflingDarkvision, 60 feet
- TraitTieflingHellish Resistance, resistance to fire damage
- TraitTieflingInfernal Legacy, Thaumaturgy cantrip
- TraitTieflingInfernal Legacy, Hellish Rebuke at 3rd level once per long rest using Charisma
- TraitTieflingInfernal Legacy, Darkness at 5th level once per long rest using Charisma
- LanguagesTieflingCommon and Infernal
- WandererOutlander
She has an excellent memory for maps, terrain, and landmarks, and can find food and fresh water for herself and up to five other people each day, provided the land offers natural resources.
Spells
3 spellsSpellcasting. Zsovara Meren casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will):
2nd level: ,
Gear
10 itemsWeapons
- LongswordA versatile one-handed martial weapon taken from a fallen mercenary, kept polished despite its many nicks.
- WhipA hunting whip inherited from her mother, reinforced with braided leather and weighted near the tip.
Armor
- Hide armorRugged hide armor worn beneath tattooed leather straps and travel wraps.
Tools
- Hunting trapA metal hunting trap, carefully maintained and wrapped in oilcloth.
Gear
- StaffA simple wooden staff used for walking, testing unstable ground, and marking trails.
- Trophy from a slain animalA preserved claw from a great mountain predator, worn as a clan token.
- Traveler's clothesHard-wearing clothing suitable for long travel through the wilderness.
- PouchA leather pouch containing her remaining travel money.
- Explorer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
Purse
- 10×Gold piecesCoins earned through guiding, hunting, and guarding caravans.
Appearance
A female feral tiefling with deep purple skin carrying reddish undertones, enormous upswept bone-white horns, metallic silver eyes with slit-black pupils, and rough maroon hair streaked with indigo. Her prehensile tail is lined with short spikes. Tribal tattoos spiral across her muscular arms, torso, and legs, marking clan victories, surviving hunts, and old oaths. She wears practical hide armor and worn travel gear, usually standing in a forward-facing crouch with a longsword held low in one hand and a whip coiled around the other.
Mannerisms
She leans forward even when standing still, as if prepared to spring. She tastes the air before entering unfamiliar places, rolls one shoulder before a fight, and taps the pommel of her longsword whenever she hears a lie.
Personality
Zsovara is blunt, watchful, and intensely practical. She rarely wastes words, but she listens closely and remembers small details about people, especially how they treat animals, servants, and frightened strangers. Beneath her harsh manner is a fierce protective instinct. She respects courage, competence, and anyone willing to admit fear without allowing fear to make their choices.
Ideals
Freedom. No clan, kingdom, god, or law owns the road beneath her feet. People should be judged by what they do when no one is watching.
Bonds
She carries a broken piece of her tribe's shrine and will risk herself to recover the rest of it. She is fiercely loyal to anyone who trusts her to guide them through wild country.
Flaws
She treats compromise as weakness and often turns a manageable disagreement into a test of strength. Once she believes someone has betrayed her, she remembers the offense longer than she remembers the kindnesses that came before it.
Quirks
Background
Zsovara Meren was born beneath a red moon in a highland tribe that treated every scar, horn, and tattoo as part of a living history. Her tiefling blood made strangers fear her, but her clan judged her by endurance, judgment, and whether she returned from the hunt with everyone who had followed her. She learned to read weather in the smell of stone, to follow wounded beasts across bare rock, and to fight with whatever weapons could be carried on a long migration. The whip belonged to her mother, a hunting tool before it became a weapon, while the longsword was taken from a fallen mercenary who had once tried to drive the tribe from its winter valley. When a famine forced the clan to scatter, Zsovara stayed behind to guide the weakest families through a dangerous pass. She succeeded, but returned too late to save the tribe's ancestral shrine from raiders. Since then, she has wandered between settlements, serving as a scout, guide, and occasional protector for travelers who remind her of those she could not protect. Her rages are not mindless explosions. They are the old hunting trance of her people, a narrowing of the world to breath, movement, threat, and the promise that she will still be standing when the danger ends. She seeks no throne or grand destiny, only worthy roads, strong companions, and a chance to reclaim the stolen clan relics scattered across the frontier.
“When a famine forced the clan to scatter, Zsovara stayed behind to guide the weakest families through a dangerous pass.”
- Background
- Outlander
Connections
Species
Tiefling
Media
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