Durrak Bone-Hollow Steelsworn
Durrak Bone-Hollow Steelsworn
Sheet
AC 13 · HP 74 · 25 ft.Saving throws
Skills
- ArcanaINT
- DeceptionCHA
- HistoryINT
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Arcane RecoveryLevel 1
Recover spell slots totaling up to level 6 during a short rest once per day.
- Necromancy SavantLevel 2
Gold and time spent copying Necromancy spells into spellbook is halved.
- Grim HarvestLevel 2
Once per turn, when you kill a creature with a spell of 1st level or higher, you regain HP equal to twice the spell's level (three times if it's a Necromancy spell).
- Undead ThrallsLevel 6
Add Animate Dead to spellbook. When casting Animate Dead, you can animate an additional corpse. Undead creatures you create have extra HP equal to your wizard level and add your proficiency bonus to their weapon damage rolls.
- Inured to UndeadnessLevel 10
You have resistance to necrotic damage and your maximum hit points cannot be reduced.
- TraitMountain DwarfDarkvision (60 ft.)
- TraitMountain DwarfDwarven Resilience (Advantage on saves vs poison, resistance to poison damage)
- TraitMountain DwarfStonecunning (Double proficiency bonus on History checks related to stonework)
- TraitMountain DwarfDwarven Armor Training
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.
Spells
9 spellsSpellcasting. Durrak Bone-Hollow Steelsworn casts with Intelligence (spell save DC 17, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots):
2nd level (3 slots):
3rd level (3 slots): ,
4th level (3 slots):
5th level (2 slots):
6th level (1 slot):
Gear
6 itemsWeapons
- QuarterstaffA sturdy wooden staff used as a focus and a weapon.
Armor
- BreastplateStandard medium armor offering solid protection with limited movement penalties.
Gear
- Component PouchA pouch containing materials required for spellcasting.
- SpellbookA leather-bound book containing arcane notations and spells.
- CrowbarA common tool for prying things open.
- Dark Common ClothesPlain, soot-covered garments including a hood.
Appearance
Durrak is a squat, powerfully built dwarf with a scorched black beard and ritualistic tattoos of necrotic runes etched into his knuckles. His skin is unnaturally pale, nearly gray, and his eyes have a milky white sheen that lacks pupils. He wears a breastplate that is perpetually covered in soot, hidden beneath tattered, dark robes that smell of formaldehyde.
Mannerisms
Durrak speaks with a slow, deliberate cadence as if he is counting his breaths. He often rubs a knuckle bone between his thumb and forefinger when he is deep in thought, never breaking eye contact during a conversation.
Personality
Durrak is cold, analytical, and views life as a fleeting inefficiency. He talks to everyone, whether living or dead, with the same flat, clinical detachment. He is incredibly patient, willing to wait decades for a plan to bear fruit, and he values utility above all else. He finds the emotions of others to be confusing distractions from the pursuit of absolute control.
Ideals
Power. The only difference between a king and a commoner is the strength of their legacy and the length of their reach. I will have both.
Bonds
I still possess the original blueprints of the Great Vaults of my clan. One day, I will return with an army to reclaim my rightful place.
Flaws
I am deeply insecure about my clumsy, shaking hands, a lingering shame that reminds me I was never meant for the delicate work of a true dwarven master.
Quirks
Background
Durrak was once a respected architect within his clan, responsible for designing the Great Vaults. However, his obsession with 'preserving' the workforce through necrotic reinforcement led to his swift exile. Branded a heretic and cast out into the surface world, he quickly found a niche within the criminal underworld. To him, the guilds were perfect employers who didn't care about the source of his labor, only the results. Over decades, Durrak moved from simple grave robbing to high-value heists, using his magical mastery over death to bypass security and 'silence' any living witnesses. He now serves as a high-level magical consultant for various crime syndicates, using his necromancy to ensure that the dead keep their secrets and his enemies serve him in perpetuity. He views his undead servants as the only truly reliable associates he has ever known.
“However, his obsession with 'preserving' the workforce through necrotic reinforcement led to his swift exile.”
- Background
- Criminal
Connections
Species
Mountain Dwarf
Media
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