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Thesh Odu - AI-generated fantasy Character

Thesh Odu

Dwarf · Lich · Level 20 · Sunken eyes, close-cropped hair, a carefully braided beard, funerary robes, a scholar's coat, and a skull-white hand wrapped in prayer cord.

Thesh Odu

Patient, grave, and unfailingly courteous, Thesh speaks to the living as though their time is precious because he knows it is.
ACNone
HP173/173
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 173 · normal
AlignmentLawful GoodGenderMaleAge184 years old
STR
DEX
CON
INT
WIS
CHA

Armor

No armor proficiency. Unarmored; armor provides no special protection beyond its narrative description.

Weapons

Simple weapons, including staff and dagger

Languages

Common,
Dwarven,
Ancient Dwarven,
Undercommon

Features

28 features

Reaction

  • Refusal of the GraveLevel 2

    When When you or a creature within 30 feet fails a death saving throw

    When you or a creature you can see within 30 feet fails a death saving throw, you can use your reaction and expend one Remnant Die to turn that failure into a success and grant the creature temporary hit points equal to the number rolled.

Always on

  • Hack and Slash

    When When you attack an enemy in melee

    When you attack an enemy in melee, roll+STR. On a 10+, deal your damage to the enemy and avoid their attack. On a 7-9, deal your damage to the enemy and the enemy makes an attack against you.

  • Volley

    When When you take aim and shoot at an enemy at range

    When you take aim and shoot at an enemy at range, roll+DEX. On a 10+, deal your damage. On a 7-9, choose one: move to get the shot, reduce the range by one step, or take what the GM offers. On a 6-, your shot goes awry and the GM makes a move.

  • Defy Danger

    When When you act despite an imminent threat or suffer a calamity

    When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll the appropriate ability. On a 10+, you do what you set out to do. On a 7-9, you stumble, hesitate, or flinch, and the GM will offer you a worse outcome, hard bargain, or ugly choice. On a 6-, the GM makes a move.

  • Defend

    When When you stand in defense of a person, item, or location under attack

    When you stand in defense of a person, item, or location under attack, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. So long as you stand in defense, when you or the thing you defend is attacked, spend hold to choose one: redirect the attack to yourself, halve the attack's effect, or open the attacker to an ally.

  • Spout Lore

    When When you consult your accumulated knowledge about something

    When you consult your accumulated knowledge about something, roll+INT. On a 10+, the GM will tell you something interesting and useful about the subject. On a 7-9, the GM will only tell you something interesting. On a 6-, the GM makes a move.

  • Discern Realities

    When When you closely study a person, situation, or place

    When you closely study a person, situation, or place, roll+WIS. On a 10+, ask the GM three questions from the list. On a 7-9, ask one. Take +1 forward when acting on the answers: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be? What is the real intent of a person?

  • Parley

    When When you have leverage on a GM character and manipulate them

    When you have leverage on a GM character and manipulate them, roll+CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first assure them that you will do what they ask. On a 7-9, they will do what you ask, but need some concrete assurance of your promise right now.

  • Remnant SpellcastingLevel 1

    When When you prepare or cast a Lich spell

    You can cast spells using Intelligence as your spellcasting ability. Your grimoire or soul-inscribed relics serve as your focus. You prepare spells from the Lich spell list after each long rest. You can cast ritual spells when they have the ritual tag.

  • Remnant DiceLevel 1

    When Once per turn when you cast a spell

    You possess Remnant Dice equal in number to your proficiency bonus. Once per turn when you cast a spell, you can expend one Remnant Die and add its result to one damage roll, healing roll, or amount of temporary hit points granted by that spell. Your Remnant Dice return after a long rest.

  • Regretful ArtsLevel 3

    When When you use a learned Regretful Arts technique

    You learn three techniques from the Regretful Arts option list. You learn one additional technique at 6th, 10th, and 14th level. You can use one technique per turn unless a technique says otherwise.

  • Lichdom LegacyLevel 3

    When When you choose or invoke your Lichdom Legacy

    Choose a Lichdom Legacy, which grants features at 3rd, 6th, 10th, and 14th level. This character has not selected a legacy.

  • Unquiet ContinuanceLevel 5

    When Whenever a relevant need, damage type, or undead effect would affect you

    You no longer need to eat, drink, or breathe. You have resistance to necrotic damage and advantage on saving throws against being frightened, charmed, or possessed by undead creatures.

  • Death Made GentleLevel 7

    When When you cast a spell that deals necrotic damage or grants temporary hit points

    When you cast a spell that deals necrotic damage or grants temporary hit points, you can change its sensory manifestation into memories, pale starlight, drifting ash, or another non-harmful form without changing its mechanical effect.

  • Borrowed Second ChanceLevel 9

    When When you fail a saving throw

    When you fail a saving throw, you can expend two Remnant Dice to reroll it, taking the new result. If the new result succeeds, one ally within 30 feet gains temporary hit points equal to your Intelligence modifier.

  • Unmaking the PathLevel 11

    When When you perform a 10-minute rite concerning lichdom

    Perform a 10-minute rite to identify whether a creature, object, or spell is involved in the creation or preservation of lichdom. You can also suppress one such effect for 1 hour.

  • Ashen RebirthLevel 13

    When When you are reduced to 0 hit points but not killed outright

    When reduced to 0 hit points but not killed outright, you can dissolve into spectral ash instead of falling unconscious, teleport to an unoccupied space within 60 feet, and regain hit points equal to your level. Once used, this returns after a long rest.

  • Legacy of the LivingLevel 15

    When When you cast a spell of 1st level or higher that targets an ally

    When you cast a spell of 1st level or higher that targets at least one ally, choose one affected ally. That ally can immediately use its reaction to move up to half its speed, make one weapon attack, or interact with an object.

  • Not Yet GoneLevel 17

    When When you would die

    Once per long rest, when you would die, remain standing with 1 hit point and immediately cast a spell of 5th level or lower without expending a spell slot. The spell must target at least one creature other than you.

  • Last Great MercyLevel 19

    When When you cast a qualifying Lich spell

    Once per long rest, cast one spell of 8th level or lower without expending a spell slot. The spell must be from the Lich spell list and cannot create or permanently control undead.

  • The Lich Who RemembersLevel 20

    When Whenever you use Refusal of the Grave or would suffer aging or necrotic damage

    You gain immunity to necrotic damage and aging. When you use Refusal of the Grave, the target can also immediately stand up without spending movement.

  • Stone-Oath Weapon Bond

    When When you name or seek your bonded weapon

    Choose one weapon. You have a magical bond with that weapon and can sense its direction while it is on the same plane. Thesh's bonded weapon is his Gravewarden Staff.

  • Deepstone Memory

    When When you study or touch worked stone or earth

    When you stand upon worked stone, earth, or within a constructed underground space, you can identify the direction of true north and sense recent structural changes, hidden cavities, and unsafe stonework by touch.

  • TraitDwarfDarkvision adapted to deep caverns
  • TraitDwarfSturdy frame and dwarven endurance
  • TraitDwarfStonecunning, with an instinct for worked stone and underground structures
  • TraitDwarfResistance to poison and advantage against poison effects
  • TraitDwarfDwarven cultural memory preserved through clan names and memorial rites

Spells

Spellcasting. Thesh Odu casts with Intelligence ( to hit with spell attacks).

Gear

7 items

Weapons

  • Gravewarden Staff
    A rune-etched iron staff used as a spellcasting focus, close, two-handed, 1 weight. Counts against a starting load of 10, based on STR 10.
  • Mortuary Dagger
    A narrow ritual dagger, hand, 1 weight. Counts against a starting load of 10.

Gear

  • Remnant Grimoire
    A soul-inscribed grimoire serving as a spellcasting focus, 1 weight. Its pages contain prepared formulae and memorial names.
  • Funerary Scholar's Garments
    Ceremonial robes and a reinforced scholar's coat, 1 weight. Provides no mechanical armor value.
  • Ritual Supplies
    A pouch of chalk, copper wire, sealing wax, black salt, and tiny memorial tablets, 1 weight.
  • Ledger Reliquary
    A small iron reliquary containing the names of the dead Thesh has sworn to remember, 0 weight.
  • Traveling Kit
    A bedroll, flint and steel, waterskin, and three days of ordinary rations, 3 weight. Thesh does not need to consume them, but carries them for living companions.

Appearance

A compact, broad-shouldered dwarf with charcoal-gray skin stretched over an unusually well-preserved frame. His eyes glow with soft blue-white light beneath heavy brows, and his iron-gray beard is braided with tiny bone beads and copper rings. His jaw is square and powerful, with several polished silver teeth visible whenever he eats, speaks solemnly, or laughs at his own grim jokes. He stands with most of his weight resting on his left heel, perfectly still while waiting, as if already carved into a tomb wall. He wears layered funerary robes beneath a weathered scholar's coat, reinforced with brass plates and rune-etched leather.

Mannerisms

He pauses before answering as if consulting a room full of invisible witnesses. When embarrassed, he straightens the copper rings in his beard. He touches his sternum whenever someone mentions a lost relative.

Personality

Patient, grave, and unfailingly courteous, Thesh speaks to the living as though their time is precious because he knows it is. He is compassionate toward the frightened, suspicious of the ambitious, and unexpectedly fond of terrible jokes. He believes every person is more than the worst thing they have done, including himself.

Ideals

Mercy

Bonds

____ once trusted me with their life, and I will repay that trust even if it costs me my phylactery. I carry a small memorial token for ____, whose family must never learn what I became. I promised ____ that no innocent soul would be used as fuel for my magic while I still remember how to choose.

Flaws

Thesh mistakes restraint for wisdom and can become paralyzed by the fear of causing harm. He is also painfully literal about promises, especially promises made by the living.

Quirks

Keeps a written record of every person who has made him laugh.
Offers formal condolences to hostile undead before destroying them.
Polishes his silver teeth before important negotiations.

Background

Thesh Odu was once the keeper of a deep-hall hospice, where miners, pilgrims, and soldiers came to die beneath the mountain. He learned the names of the dead, copied their final wishes, and carried their ashes to family vaults. When a plague swept through the lower holds, Thesh sought immortality not for power, but to continue tending the sick after every living healer had fallen. The ritual worked, and it ruined him. He became a lich, his body preserved and his soul divided into fragments that still remember hunger, warmth, and the sound of his daughter's laugh. Thesh now treats lichdom as a sentence rather than a triumph. He travels with adventurers because every tyrant, death cult, and ambitious necromancer he defeats is one fewer person who might repeat his mistake. He refuses to raise the dead except for a moment of farewell, refuses to bind a soul against its will, and keeps a ledger of every life his existence has endangered. He believes redemption is not something the dead receive. It is something they perform, one merciful choice at a time.

“He learned the names of the dead, copied their final wishes, and carried their ashes to family vaults.”
From their backstory
Background
Sunken eyes, close-cropped hair, a carefully braided beard, funerary robes, a scholar's coat, and a skull-white hand wrapped in prayer cord.

Connections

Species

Dwarf

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