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Korr - AI-generated fantasy Character

Korr

werewolf · Fighter · Level 2 · Outlander

Korr

Korr is watchful, sparse with words, and unexpectedly patient with frightened animals and lost children.
AC11
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 21 · 30 ft.
AlignmentChaotic NeutralGenderMaleAgeAbout 29 years old, physically mature but still young by lycanthropic standards
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationINT
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Handaxes as racial natural training is integrated into his fighter practice

Tools

One musical instrument, bone whistle

Languages

Common,
Giant

Features

14 features

Action

  • ShapechangerwerewolfKorr can use an action to polymorph into a humanoid, a hybrid, or a wolf form. His statistics, other than his size and speed, remain the same. Equipment does not transform. He reverts to his humanoid form if he dies.

Bonus action

  • Second WindLevel 1

    When Korr is wounded and has not used Second Wind since his last short or long rest.

    Korr regains 1d10 + 2 hit points as a bonus action.

  • Fighting Style, Two-Weapon FightingLevel 1

    Korr can use a bonus action to regain hit points equal to 1d10 + 2. Once used, this feature requires a short or long rest to recharge.

Always on

  • Twin Hatchets

    When Korr takes the Attack action while holding a handaxe in each hand.

    Korr makes two handaxe attacks when he takes the Attack action while wielding a handaxe in each hand. Because of his Two-Weapon Fighting style, he adds his Strength modifier to the damage of the bonus-action attack.

  • Fighting StyleLevel 1

    Korr gains a second wind of endurance and martial training, represented by his Second Wind feature and his Two-Weapon Fighting style. He may add his ability modifier to the damage of the second attack when fighting with two one-handed weapons.

  • Extra AttackLevel 5

    Korr can attack twice, instead of once, whenever he takes the Attack action on his turn. This feature is not available until Fighter level 5 and is listed only as a future class feature.

  • Keen Hearing and SmellwerewolfKorr has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • DarkvisionwerewolfKorr can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
  • Lycanthropic CursewerewolfA humanoid reduced to 0 hit points by Korr's bite attack must succeed on a Constitution saving throw or be cursed with werewolf lycanthropy, subject to the DM's handling of the curse and its cure.
  • Damage ImmunitieswerewolfKorr is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that are not silvered.
  • Natural WeaponswerewolfIn hybrid or wolf form, Korr can use his bite and claws as natural weapons. Their exact attack and damage values are determined by the DM using the werewolf lycanthrope rules.
  • Lupine FramewerewolfKorr's werewolf body grants him a walking speed of 30 feet and a natural armor class of 11 while unarmored. His size is Medium in humanoid form and Large in hybrid form, at the DM's discretion.
  • Ability Score IncreasewerewolfKorr's werewolf physiology grants +2 Strength and +1 Constitution.
  • WandererOutlander

    Korr has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and natural landmarks he has seen. He can find food and fresh water for himself and up to five other people each day, provided the land offers even sparse resources.

Gear

8 items

Weapons

  • 2×
    Handaxe
    A pair of broad-bladed handaxes balanced for throwing or close work

Tools

  • Hunting trap
    A compact iron trap with toothed jaws and a chain stake
  • Bone whistle
    A small bone whistle carved in the shape of a mountain bird

Gear

  • Explorer's pack
    A sturdy pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and basic adventuring supplies
  • Trophy from a hunted animal
    A polished shard of black horn taken from a great mountain elk, worn as a clan trophy
  • Traveler's clothes
    Rough, weatherproof clothing cut to fit a very large humanoid frame
  • Pouch
    A small leather pouch containing starting coin

Purse

  • 10×
    Gold pieces
    Starting currency from the Outlander background

Appearance

Korr is a towering werewolf standing just over seven feet tall, with a broad, lupine frame covered in matted blood-black fur streaked through with dark crimson. A perfectly circular ironstone wheel hovers less than an inch above his skull, turning with slow, inexorable patience. Its dim crimson light paints his muzzle and shoulders in pulses, while thin arcs of static leap between the wheel and his raised fur. His eyes mirror the wheel exactly, glowing with the same color and intensity. His hands are large and heavily callused from years of trapping, climbing, and breaking trail, with blunt black claws that have worn smooth at the tips. His unusually broad jaw and crowded, wolfish teeth show whenever he eats or gives his low, humorless laugh.

Mannerisms

Korr pauses before entering any doorway, tilting his head to judge the air currents. He counts his steps across unfamiliar ground under his breath. When listening closely, he presses one claw against the side of his jaw, making his teeth click softly in a steady rhythm.

Personality

Korr is watchful, sparse with words, and unexpectedly patient with frightened animals and lost children. He treats the wilderness as a conversation rather than a place, reading broken grass, disturbed stones, and bird silence as carefully as spoken testimony. He dislikes being touched without warning, but once he accepts someone as part of his pack, his loyalty becomes nearly impossible to shake.

Ideals

Freedom. No clan, crown, god, or relic has the right to decide what a person becomes. If Korr must be a monster, he will choose the direction of his teeth.

Bonds

The old hunting clan that cast Korr out still carries his bloodline and owes him no forgiveness. He secretly protects their winter routes from afar. He is also bound to the buried cairn and will not rest until he learns whether the floating wheel chose him, cursed him, or is waiting for him to become something else.

Flaws

Korr assumes that anyone who speaks too sweetly is concealing a trap. When angered, he becomes frighteningly literal and may answer an insult with a threat that sounds like a promise. He also fears that the wheel above his head is slowly teaching him to enjoy the moments when his restraint fails.

Quirks

He names every reliable trail marker, but never names people until they have shared a campfire with him three times.
He keeps his handaxes unnaturally clean, even when the rest of him is caked in mud.
He sleeps with one hand under his jaw, as if checking that his teeth are still his own.
He refuses to step over a dropped blade, believing weapons remember the feet that dishonor them.

Background

Korr was born among a scattered hunting clan that followed the high passes and winter herds. The curse came during a moonless crossing when he found a circular relic buried beneath a cairn of volcanic stone. The wheel rose into the air above his head before the beast beneath the snow rose with it. By dawn, three hunters were dead, Korr was changed, and the relic had fused itself to no part of him yet refused to leave him. The clan called the wheel an omen, then called Korr a danger, and finally gave him one night to vanish. He survived by becoming what the wilderness already believed him to be, a tracker, trapper, and violent warning at the edge of settled roads. A retired caravan guard taught him the discipline of the fighter, especially how to let an opponent's fear make the first mistake. Korr now travels in search of the cairn where the wheel found him, convinced that the relic is not controlling his curse but measuring it. He hunts monsters, bandits, and anyone who preys on the defenseless, though he is never entirely sure whether justice is guiding his claws or merely giving them something acceptable to tear apart.

“The curse came during a moonless crossing when he found a circular relic buried beneath a cairn of volcanic stone.”
From their backstory
Background
Outlander

Connections

Species

werewolf

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