Krynth Fendrax
Krynth Fendrax
Sheet
AC 12 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- SpellcastingLevel 1
Krynth can cast druid spells. Wisdom is his spellcasting ability. He knows two druid cantrips and prepares two 1st-level druid spells after each long rest.
- DruidicLevel 1
Krynth knows the secret language of druids and can use it to leave hidden messages. Others who know Druidic automatically recognize such messages.
- TraitDragonbornDraconic Ancestry, lightning damage resistance and a lightning breath weapon, ancestry type chosen as blue dragonborn
- TraitDragonbornBreath Weapon, exhale lightning in a 5-foot-wide, 30-foot-long line, dealing 2d6 lightning damage on a failed Dexterity saving throw or half damage on a success, usable once per short or long rest
- TraitDragonbornDamage Resistance, resistance to lightning damage
- TraitDragonbornDraconic language
- TraitDragonbornAbility Score Increase, Strength increases by 2 and Charisma increases by 1
- False IdentityCharlatan
Krynth has a false identity, forged papers, and a practiced story for nearly any situation. He can establish himself as a legitimate person in a community by using his false identity, provided he has not already revealed the deception.
Spells
4 spellsSpellcasting. Krynth Fendrax casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
10 itemsWeapons
- ScimitarA simple curved blade used by druids and practical travelers.
Armor
- ShieldA wooden shield bearing a faded spiral leaf symbol.
- Leather armorSupple leather armor worn beneath Krynth's oversized coat.
Tools
- Disguise kitUsed to create disguises and alter Krynth's appearance.
- Forgery kitUsed to reproduce seals, handwriting, and official documents.
- Herbalism kitA pouch of dried leaves, salves, and labeled seeds.
Gear
- Explorer's packContains a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and fifty feet of hempen rope.
- Druidic focusA bundle of mistletoe and holly tied around a carved branch.
- Fine clothesA set of fine but travel-worn clothes for presenting a respectable identity.
Purse
- Belt pouchA small purse containing fifteen gold pieces.
Appearance
Krynth is a broad-shouldered, copper-scaled dragonborn with swept-back ivory horns and deep amber eyes. His scales are polished around the hands and forearms from years of handling tools, while the rest of him carries the dusty green tint of someone who sleeps outdoors more often than indoors. He wears a weather-stained leather cuirass beneath an oversized brown traveling coat, whose sleeves have been repeatedly repaired with mismatched green thread. A bright blue scarf, carefully washed and folded despite the coat's condition, is the one item he never allows anyone else to touch. He smells faintly of crushed mint, leather dressing, and campfire smoke.
Mannerisms
Krynth taps two claws against his shield whenever he is thinking, then abruptly stops when someone notices. He gives plants and small animals polite introductions before touching them, and he lowers his voice dramatically whenever he begins telling a lie.
Personality
Krynth is warm, observant, and theatrically confident until a conversation becomes genuinely personal. He enjoys giving people exactly the story they need to hear, but he is surprisingly gentle with the vulnerable and intensely serious about food, clean water, and fair treatment. He treats every animal as a potential witness and every locked door as an invitation to be creative.
Ideals
Mercy. A person who has been frightened, hungry, or desperate deserves a way out before they deserve judgment.
Bonds
The spring that awakened Krynth's druidic power is being threatened by people who believe its water can be sold. He will risk almost anything to protect it and the scattered communities that depend on it.
Flaws
Krynth lies reflexively, even when the truth would be easier. He also has a painful fear of being exposed as ordinary, so he sometimes turns a manageable problem into an elaborate performance just to remain in control.
Quirks
Background
Krynth Fendrax was raised among dragonborn caravans that crossed the dry borderlands, where a strong back was useful but a convincing story could keep an entire family fed. He learned early how to read seals, imitate handwriting, and sell ordinary herbs as rare remedies to merchants who wanted to believe. His favorite deception was never the cruel kind. He preferred convincing frightened travelers that a safe road lay just beyond the next ridge, then quietly guiding them there himself. His schemes became more elaborate after he discovered that the plants he had once faked as medicine truly responded to his touch. A wandering druid recognized the old power in Krynth's blood and taught him the language of leaves, weather, and beasts. Krynth became a reluctant guardian of a spring that served several settlements, using his forged identities to expose merchants who planned to poison it for profit. When the conspiracy was uncovered, his name became known in too many places, and his false lives began to collapse one by one. He now travels as a druid and occasional confidence man, seeking lost natural sanctuaries, protecting people who cannot protect themselves, and trying to prove that a lie can sometimes be the first step toward a better truth.
“He learned early how to read seals, imitate handwriting, and sell ordinary herbs as rare remedies to merchants who wanted to believe.”
- Background
- Charlatan
Connections
Species
Dragonborn
Media
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