Shessan Prydith
Shessan Prydith
Sheet
AC 17 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Shell DefenseTortleAs an action, you can withdraw into your shell. Until you emerge, you gain a +4 bonus to AC and advantage on Strength and Constitution saving throws. While withdrawn, you are prone, your speed is 0, you have disadvantage on Dexterity saving throws, you cannot take reactions, and the only action you can take is a bonus action to emerge.
Always on
- Eldritch Blast
When As an action
You launch a crackling beam of fiendish energy at a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.
- Minor Illusion
When As an action
You create a sound or an image of an object within range that lasts for up to 1 minute. The illusion can be used for distraction, concealment, or deception.
- Hex
When As a bonus action
You curse a creature within range. Until the spell ends, you deal an extra 1d6 necrotic damage to it whenever you hit it with an attack, and you gain advantage on ability checks to find it. The curse ends if the target dies or the spell ends.
- Armor of Agathys
When As an action
A protective layer of spectral frost surrounds you. You gain 5 temporary hit points for the duration. A creature that hits you with a melee attack while you have these hit points takes 5 cold damage.
- Otherworldly Patron, The FiendLevel 1
You have made a pact with the Iron Auditor, a fiendish power that grants you arcane magic. You gain the Dark One's Blessing feature and access to the Fiend expanded spell list.
- Dark One's BlessingLevel 1
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your warlock level. These temporary hit points last until you finish a long rest.
- Pact MagicLevel 1
Your pact magic is fueled by a supernatural patron. You know two warlock cantrips and two 1st-level warlock spells. You regain your expended spell slot after completing a short or long rest.
- ClawsTortleYour claws are natural weapons, which you can use to make unarmed strikes that deal 1d4 slashing damage on a hit.
- Hold BreathTortleYou can hold your breath for up to 1 hour.
- Natural ArmorTortleYour shell gives you a base AC of 17. You gain no benefit from wearing armor, but you can use a shield and apply its benefits.
- Survival InstinctTortleYou gain proficiency in the Survival skill.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know the identity of every member of the network.
Spells
4 spellsSpellcasting. Shessan Prydith casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
10 itemsWeapons
- Light crossbowA light crossbow with a case of twenty bolts.
- DaggerA plain iron knife used as a tool, weapon, and intimidation prop.
Armor
- Leather armorSupple leather armor worn beneath the cloak. His natural shell armor provides better protection.
Tools
- Gaming setA weighted set of carved bone gaming pieces used for gambling and coded communication.
Gear
- CrowbarA small iron bar useful for prying open crates, doors, and locks.
- Dark common clothes with hoodA set of dark, ordinary clothes with a hood, useful for blending into crowds or concealing your identity.
- 20×Crossbow boltsAmmunition for the light crossbow.
- Component pouchA pouch containing material components for spells that do not have a specific cost.
- Dungeoneer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
Purse
- 15×Gold piecesCommon currency kept for bribes, lodging, and small expenses.
Appearance
A broad-shelled male tortle with dark olive scales, pale green markings around his eyes, and a chipped section along the left edge of his shell. His amber eyes are calm and calculating. He wears a weathered leather harness beneath a charcoal traveling cloak, with a silver-black iron talisman hanging at his throat. His claws are carefully filed but still sharp, and his shell bears thin white symbols burned into the surface in the shape of spiraling chains.
Mannerisms
Shessan pauses before answering difficult questions, slowly drawing one claw along the edge of his shell. He speaks in a low, breathy rasp and refers to favors as accounts, promises as contracts, and enemies as outstanding obligations.
Personality
Shessan is soft-spoken, observant, and unfailingly polite until he has identified the most useful pressure point in a conversation. He prefers bargains to violence, but only because a bargain creates a debt that can be collected later. He is protective toward people who prove loyal and coldly practical toward everyone else.
Ideals
Order. A world ruled by clear authority is safer than one governed by compassion, debate, or chance. If people fear the consequences of disobedience, they can be made useful.
Bonds
The old tortle boatyard is still home to his family, and he will destroy anyone who threatens it. He also intends to uncover the true name of the Iron Auditor, believing that knowledge of the name will eventually let him renegotiate the pact from a position of strength.
Flaws
He mistakes obedience for virtue and assumes that anyone who resists him must secretly deserve punishment. Shessan is patient when plotting but vindictive when embarrassed, and he cannot leave an insult unanswered if there is any practical way to retaliate.
Quirks
Background
Shessan was born among a small tortle river community that survived by ferrying cargo, repairing boats, and collecting tolls from travelers who wanted safe passage through dangerous marshland. He learned early that laws were simply agreements enforced by whoever had the strongest claws, the largest crew, or the most frightening reputation. When a local magistrate seized his family’s boatyard under a false debt, Shessan did not plead. He forged ledgers, bribed a clerk, and arranged for the magistrate’s private correspondence to reach a rival. The boatyard was returned, but three people disappeared, and Shessan discovered that fear was more dependable than justice. His criminal work eventually brought him into contact with a sealed iron reliquary recovered from a sunken temple. Inside was a fragment of a pact written in Infernal, promising power to any mortal willing to become an instrument of order through cruelty. Shessan accepted without hesitation. His patron, a calculating fiend known to him only as the Iron Auditor, grants him the ability to punish defiance and rewards him for turning disorder into obedience. Now Shessan travels as a smuggler, extortionist, and occult enforcer, presenting himself as a reasonable tortle who merely believes that every debt should be collected and every betrayal answered.
“He learned early that laws were simply agreements enforced by whoever had the strongest claws, the largest crew, or the most frightening reputation.”
- Background
- Criminal
Connections
Species
Tortle
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