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Therx Hallow - AI-generated fantasy Character

Therx Hallow

Firbolg · Fighter (Echo Knight) · Level 3 · Acolyte

Therx Hallow

Solemn and deeply observant, Therx speaks in a low rumble that sounds like grinding stone.
AC17
HP28/28
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 28 · 30 ft.
AlignmentNeutral GoodGenderNon-binaryAge112 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • InsightWIS
  • PerceptionWIS
  • ReligionINT

Armor

Light Armor,
Medium Armor,
Heavy Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Languages

Common,
Elvish,
Giant

Features

13 features

Action

  • 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 spells

Spellcasting. Therx Hallow casts with Wisdom (spell save DC 12, to hit with spell attacks).

1st level: ,

Gear

5 items

Weapons

  • Maul
    A massive heavy hammer dealing 2d6 bludgeoning damage.
  • 5×
    Javelin
    Thrown spear for distance attacks.

Armor

  • Chain Mail
    Standard protective metal rings. Grant 16 AC.

Gear

  • Holy Symbol
    A stone disk depicting an eclipse.
  • Explorer's Pack
    Backpack, 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

Always places a small stone on the eyes of fallen enemies.
Tends to grow mushrooms on their armor pads during long travels.
Whistles when they are stressed, but the sound has no melody.

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.”
From their backstory
Background
Acolyte

Connections

Species

Firbolg

Media

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