Therx Hallow
Therx Hallow
Sheet
AC 17 · HP 28 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- PerceptionWIS
- ReligionINT
Armor
Weapons
Languages
Features
13 featuresAction
- Maul Attack
When Combat action
Attack with maul. +5 to hit, 2d6+3 bludgeoning damage.
- Unleash IncarnationLevel 3
When you take the Attack action, you can make one additional melee attack from the echo's position. Used 2 times per long rest.
Bonus action
- Echo Swap
When After manifesting echo
Spend 15 feet of movement to swap places with the echo.
- Second WindLevel 1
Once per short rest, use a bonus action to regain 1d10 + 3 HP.
- Manifest EchoLevel 3
Use a bonus action to manifest an echo of yourself in an unoccupied space within 15 feet. It has AC 16 and 1 HP. You can attack from its position and teleport to its space.
- Hidden StepFirbolgCan turn invisible as a bonus action until start of next turn once per short or long rest.
Reaction
- Echo Opportunity Attack
When Creature moves 5ft away from echo
The echo can make an opportunity attack against the creature.
Always on
- Fighting Style: DefenseLevel 1
While you are wearing armor, you gain a +1 bonus to AC.
- Action SurgeLevel 2
Once per short rest, you can take one additional action on your turn.
- Firbolg MagicFirbolgCan cast Detect Magic and Disguise Self once per short or long rest.
- Powerful BuildFirbolgCounts as one size larger for carrying capacity and pushing weights.
- Speech of Beast and LeafFirbolgCan communicate in a limited manner with beasts and plants.
- Shelter of the FaithfulAcolyte
You and your companions can expect free healing and care at temples of your faith in Duskendale and beyond.
Spells
2 spellsSpellcasting. Therx Hallow casts with Wisdom (spell save DC 12, to hit with spell attacks).
1st level: ,
Gear
5 itemsWeapons
- MaulA massive heavy hammer dealing 2d6 bludgeoning damage.
- 5×JavelinThrown spear for distance attacks.
Armor
- Chain MailStandard protective metal rings. Grant 16 AC.
Gear
- Holy SymbolA stone disk depicting an eclipse.
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, torches, rations, water.
Appearance
Therx is a massive Firbolg standing nearly eight feet tall, with pale, moon-blue skin and thick, moss-white hair. Their nose is wide and flat, often twitching at forest scents. They wear heavy iron chain mail that has been dulled with ash to prevent reflection, and they carry a massive maul carved from a slab of dark grey basalt. Their eyes are a misty silver, appearing almost clouded as if looking into another plane of existence.
Mannerisms
Therx frequently tilts their head to the side to listen to things that aren't there. They move with a deliberate, slow grace that belies their massive size.
Personality
Solemn and deeply observant, Therx speaks in a low rumble that sounds like grinding stone. They possess a quiet dignity and often remain silent for hours, though they are constantly scanning the perimeter for threats. They view their adventuring party as a grove of trees, each with a different purpose that must be nurtured and protected from the wind.
Ideals
Preservation. Everything that is old and quiet deserves to remain so. We must guard the cycles of nature against the chaotic influence of those who wish to accelerate time.
Bonds
My companions are the only pillars holding up the sky of my current reality. Without them, I fear I would slip into the grey shadows entirely.
Flaws
I often speak to my echoes as if they are separate people, sometimes forgetting that the real people around me cannot hear the replies.
Quirks
Background
Therx was born in the deep, silent woods outside Duskendale, serving as a silent acolyte at the Fane of the Dimming Sun. This ancient site was meant to hold the barrier between reality and the Feywild steady. When a surge of chaotic energy struck the Fane, the resulting magical backlash did not kill Therx but fractured their timeline. Now, Therx exists alongside potential versions of themselves, which manifest as grey, silent ghosts during battle. Having lost their temple to the temporal distortion, Therx wandered into Duskendale. There, they found purpose among a group of traveling warriors. They believe that their companions are the only thing keeping them anchored to the present, and they fight with a strange, double-edged grace to ensure none of their friends vanish as their home did.
“This ancient site was meant to hold the barrier between reality and the Feywild steady.”
- Background
- Acolyte
Connections
Species
Firbolg
Media
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