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Nethren Vhal

Human · Wizard · Level 1 · Sage

Nethren Vhal

Nethren is patient, observant, and unnervingly courteous.
AC11
HP6/6
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 6 · 30 ft.
AlignmentNeutral EvilGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Languages

Common,
Abyssal,
Draconic,
Celestial

Features

12 features

Always on

  • Mage Hand

    When As an action, choose a point within 30 feet.

    Nethren utters a phrase of blasphemous power and a spectral hand appears at a point he can see within range. The hand can manipulate objects, open doors, retrieve items, or stow items, but it cannot attack or activate magical items.

  • Fire Bolt

    When As an action, make a ranged spell attack against a target within 120 feet.

    Nethren launches a mote of fire at a creature or object within range. On a hit, the target takes 1d10 fire damage. A flammable object that is not being worn or carried ignites.

  • Minor Illusion

    When As an action, create a sound or image within 30 feet.

    Nethren creates a harmless sensory effect, such as a sound, image, odor, or brief mark, within range. The effect lasts for up to 1 minute.

  • SpellcastingLevel 1

    Nethren is a 1st-level spellcaster. His spellbook contains six 1st-level wizard spells. He can prepare four wizard spells each day, using Intelligence as his spellcasting ability. He can use an arcane focus or component pouch as a spellcasting focus.

  • Arcane RecoveryLevel 1

    Once per day after finishing a short rest, Nethren can recover expended spell slots with a combined level of 1. This restores one expended 1st-level spell slot.

  • Ability Score IncreaseHumanIncrease all six ability scores by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanHumans vary widely in height and build, but are Medium creatures.
  • SpeedHumanBase walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language of your choice. Nethren also knows Abyssal and Draconic from his studies.
  • ResearcherSage

    When attempting to learn or recall lore, Nethren usually knows where and from whom the information can be obtained. This may be a library, a scholar, a forgotten archive, or another learned person or creature.

Spells

9 spells

Spellcasting. Nethren Vhal casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , , , , ,

Gear

10 items

Weapons

  • Quarterstaff
    A simple wooden staff used as a walking stick and arcane implement.

Gear

  • Component pouch
    A leather pouch containing the material components required for spells that do not have a listed cost.
  • Scholar's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
  • Spellbook
    A leather-bound volume containing Nethren's known wizard spells, written in precise black ink.
  • Ink
    A small bottle of black ink.
  • Quill
    A sharpened quill suitable for writing notes, diagrams, and ritual formulae.
  • Small knife
    A small knife used for cutting parchment, herbs, and occasionally flesh.
  • Letter from a dead colleague
    A letter from a dead colleague posing an unanswered question about the nature of the soul.
  • Common clothes
    A set of common clothes, kept carefully washed despite their age.

Purse

  • 10×
    Gold pieces
    Loose coins saved from academic work, grave robbing, and discreet commissions.

Appearance

A gaunt human man with sallow skin, deep-set gray eyes, and long black hair streaked with premature white. His narrow face is marked by sleeplessness and faint ink stains. He wears a weathered scholar's robe beneath a dark traveling coat, with a silver symbol of Myrkul hanging at his throat. His spellbook is bound in cracked black leather, and his fingers are covered in tiny scars from years of dissection and ritual work.

Mannerisms

Nethren speaks softly and precisely, as though dictating notes to an invisible apprentice. He pauses before answering questions to examine the speaker's posture and breathing, and he often refers to people by anatomical observations rather than names.

Personality

Nethren is patient, observant, and unnervingly courteous. He prefers libraries, morgues, and abandoned sanctuaries to crowded taverns. He rarely raises his voice because he assumes that anyone worth convincing will eventually understand the logic of his position. He displays genuine fascination with other people's experiences, but that curiosity is clinical rather than empathetic.

Ideals

Knowledge is more valuable than compassion. Death reveals truths that the living are too frightened to pursue, and those truths belong to whoever has the will to uncover them.

Bonds

The remains of his parents are hidden in a sealed crypt beneath his childhood home, and he intends to perfect their reanimation before raising them permanently. He also guards a fragment of an ancient funerary manuscript that he believes contains Myrkul's instructions for creating an ideal undead vessel.

Flaws

He treats living people as temporary research assistants and corpses as valuable specimens. Nethren cannot resist conducting an experiment when presented with an unusual body, even when doing so is dangerous, cruel, or strategically foolish.

Quirks

Keeps meticulous notes on the appearance and condition of every corpse he encounters.
Addresses his reanimated parents as Mother and Father, even when discussing them with strangers.
Collects unusual bones and labels each one with its species and place of origin.
Whispers a brief prayer to Myrkul whenever someone nearby dies.
Smiles faintly when frightened, because he considers fear a useful diagnostic response.

Background

Nethren Vhal was orphaned at the age of nine when fever claimed both of his parents within the same winter. Refusing to accept that death had taken them beyond his reach, he searched through his father's medical notes and his mother's collection of forbidden theological texts. There he found fragments concerning Myrkul, the Lord of Bones, and learned his first crude principles of necromancy. Before his tenth birthday, Nethren had reanimated his parents in the cellar beneath their abandoned home. They did not return as loving guardians. They returned as silent, decaying instruments, and Nethren considered the experiment a qualified success. As he grew older, Nethren traveled from academy to monastery, presenting himself as a diligent scholar of comparative anatomy, funerary rites, and magical history. His talent for research earned him access to restricted libraries, though his questions about bodily preservation and the limits of the soul eventually made him unwelcome. He now wanders in search of rare corpses, unusual creatures, and knowledgeable accomplices who can help him create more durable vessels. He believes every body is a container awaiting a proper purpose, and every death is merely an opportunity to gather better data in service to Myrkul's inevitable dominion.

“There he found fragments concerning Myrkul, the Lord of Bones, and learned his first crude principles of necromancy.”
From their backstory
Background
Sage

Connections

Species

Human

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