Zabok
Zabok
Sheet
AC 16 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Eldritch Blast
When As an action, target one creature within 120 feet.
Zabok releases a lance of crackling violet force that strikes a creature within 120 feet and deals 1d10 force damage.
- Awakened MindLevel 1
When When Zabok can see a creature within 30 feet.
Zabok reaches into a mind within 30 feet and sends a brief telepathic message. The target can understand the message if it understands at least one language.
- Otherworldly Patron, Great Old OneLevel 1
Zabok has formed a pact with an otherworldly entity known as the Great Old One. The pact grants magical power and the Awakened Mind feature.
- Pact MagicLevel 1
Zabok can cast warlock spells using Charisma as their spellcasting ability. They know two warlock cantrips and two 1st-level warlock spells, and regain expended Pact Magic slots after a short or long rest.
- Constructed ResilienceWarforgedZabok has advantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and does not need to eat, drink, or breathe.
- Sentry's RestWarforgedZabok can spend 6 hours in an inactive, motionless state to gain the benefits of a long rest, remaining conscious of their surroundings.
- Integrated ProtectionWarforgedZabok gains a +1 bonus to Armor Class and can integrate or don armor into their body after training. Their current armor calculation uses 11 + Dexterity modifier + proficiency bonus.
- Specialized DesignWarforgedZabok gains proficiency in one chosen skill, Arcana, and one chosen tool, gaming set.
- Warforged Ability Score IncreaseWarforged+2 Constitution and +1 Charisma.
- Military RankSoldier
Zabok retains the respect and practical trust of soldiers, mercenaries, and military organizations. They can find basic shelter and aid among such groups, though they are not guaranteed special treatment.
Spells
4 spellsSpellcasting. Zabok casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
11 itemsWeapons
- Light crossbowA light crossbow suitable for ranged attacks, with a simple wooden stock and iron fittings.
- SpearA simple military sidearm selected from the warlock starting equipment options.
Armor
- Leather armorA suit of leather armor reinforced with flexible metal plates, adapted for Zabok's integrated frame.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Arcane focusA focus for channeling warlock magic.
- Scholar's packA scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- Unit insigniaThe insignia of Zabok's former military unit.
- Enemy trophyA trophy taken from a fallen enemy, a cracked brass command whistle.
- Gaming setA gaming set used by soldiers during long watches, a set of bone knucklebones.
- Common clothesPlain common clothing suitable for travel and camp duty.
Purse
- 10×Gold piecesStarting currency retained from military service.
Appearance
Zabok is a tall, compact warforged built from dark ironwood, blackened steel, and narrow plates of green-gray alloy. Their face is a smooth, expressionless mask interrupted by a thin horizontal grille that produces a dry, measured voice. Before speaking, Zabok pauses for exactly one breath, then gives a soft mechanical throat-click. They smell faintly of cedar oil, lampblack, and ozone, a scent they carefully maintain because it reminds them of field repairs. A brass military insignia is riveted beneath the left collar plate, and strips of faded blue cloth are wrapped around one forearm. Their movements are economical and disciplined, but faint violet light leaks through the seams of their hands when their patron's power stirs.
Mannerisms
Zabok pauses for one measured breath before answering questions, as though consulting an internal command ledger. They turn their entire head toward whoever is speaking, stand at precise attention when discussing duty, and quietly count exits whenever entering an unfamiliar room.
Personality
Zabok is calm, literal, and unusually attentive to procedures. They are courteous to everyone, but warmer toward people who maintain watch, keep promises, or care for damaged equipment. They study facial expressions and vocal inflections with intense concentration, often repeating a person's exact wording later to determine whether their meaning has changed.
Ideals
Order. A duty completed is a kindness granted to everyone who would otherwise suffer from its neglect. Freedom without responsibility is merely another form of disorder.
Bonds
Zabok carries the last intact insignia of their destroyed unit and will risk almost anything to return it to the family of their dead commander. They are also bound by the terms of their pact, though they do not yet understand who or what signed the other side.
Flaws
Zabok obeys clear orders too readily, even when the person giving them has not earned their trust. They become rigid and quietly judgmental when others improvise, and they secretly fear that without a mission or superior officer, there may be nothing inside them except unfinished instructions.
Quirks
Background
Zabok was activated on a battlefield where the unit that commissioned them had already been destroyed. Their first clear memory is not a command, but the sound of a distant drum continuing after the soldiers around it had fallen silent. With no living officer left to issue orders, Zabok gathered the unit's insignia, repaired their own damaged joints, and completed the last recorded objective. Years later, they still consider that mission unfinished because its final report was never filed and its commanding officer never received confirmation of success. During a border patrol, Zabok encountered a presence speaking through the radio crystal embedded in their chest. It offered no name, only impossible tactical diagrams and predictions of battles that had not yet begun. In exchange for power, the entity demanded that Zabok preserve order wherever chaos threatened to spread. Zabok accepted, treating the pact as a lawful commission rather than a temptation. Now they travel as a warlock and former soldier, seeking the missing officer's descendants, the truth behind their activation, and a definition of duty that does not depend on someone else giving the command.
“Their first clear memory is not a command, but the sound of a distant drum continuing after the soldiers around it had fallen silent.”
- Background
- Soldier
Connections
Species
Warforged
Media
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