Ossuary-Who-Walks-Last
Ossuary-Who-Walks-Last
Sheet
AC 18 · HP 84 · 40 ft. (Swim 40 ft.)Saving throws
Skills
- Animal HandlingWIS
- AthelticsSTR
- InsightWIS
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Dread AmbusherLevel 3
Add your Wisdom modifier to Initiative rolls. On your first turn of combat, your speed increases by 10 feet. If you take the Attack action, one target takes an extra 2d6 psychic damage.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- TirelessLevel 10
As an action, you can give yourself temporary hit points equal to 1d8 plus your Wisdom modifier a number of times equal to your Proficiency Bonus. Finishing a Short Rest removes one level of exhaustion.
Bonus action
- Nature's VeilLevel 10
As a bonus action, you can magically become invisible until the end of your next turn. You can use this a number of times equal to your Proficiency Bonus.
- Hungry JawsLizardfolkAs a bonus action, you can make a special bite attack. If it hits, you deal normal damage and gain temporary hit points equal to your Proficiency Bonus. You can use this a number of times equal to your Proficiency Bonus per Long Rest.
Always on
- Favored EnemyLevel 1
You always have the Hunter's Mark spell prepared. You can cast it 4 times per Long Rest without expending a spell slot.
- Deft Explorer (Canny)Level 1
You gain Expertise in Stealth. You also speak two additional languages.
- Fighting Style (Archery)Level 2
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Umbral SightLevel 3
You gain Darkvision out to 60 feet. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
- SharpshooterLevel 4
Attacking at long range doesn't impose disadvantage on your ranged attack rolls. Your ranged attacks ignore half and three-quarters cover. Increases Dexterity by 1.
- RovingLevel 6
Your speed increases by 10 feet while you aren't wearing heavy armor. You gain a climbing speed and a swimming speed equal to your walking speed.
- Iron MindLevel 7
You gain proficiency in Wisdom saving throws.
- Expertise (Perception)Level 9
You gain Expertise in the Perception skill.
- BiteLizardfolkYour fanged maw is a natural weapon. On a hit, you deal 1d6 plus Strength modifier piercing damage.
- Hold BreathLizardfolkYou can hold your breath for up to 15 minutes.
- Natural ArmorLizardfolkYour scales provide an AC of 13 plus your Dexterity modifier.
- Nature's IntuitionLizardfolkYou have proficiency in Nature and Survival.
- Swim SpeedLizardfolkYou have a swimming speed equal to your walking speed.
- LuckyWayfarer
You have 4 Luck Points. You can use them to gain advantage on a roll or force a disadvantage on an opponent's roll against you.
Spells
8 spellsSpellcasting. Ossuary-Who-Walks-Last casts with Wisdom (spell save DC 14, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (3 slots): ,
3rd level (2 slots): , ,
Gear
5 itemsWeapons
- Widow-Maker DaggerA wicked blade carved from a giant alligator rib, hilted in fossilized bone.
- Shamanic ShortbowA bow made of gray swamp-yew and strung with spider-silk sinew.
Gear
- 20×Rustic ArrowsArrows made of local reeds with jagged stone tips and raven fletching.
- Explorer's PackStandard survival gear for long treks in the wilds.
- Skull TotemA small bird skull used as a druidic focus for ranger spells.
Appearance
Ossuary is a lithe lizardfolk with ashen, pale scales that seem to absorb the light around him. He wears no armor, his body decorated only by white clay markings that resemble a stylized skeleton. He carries a rustic shortbow and a belt of bone-hilted tools. His eyes are a pale, haunting yellow, and he is often shrouded in a light, spectral mist that clings to his scales.
Mannerisms
He stands perfectly still for long periods, often mistaken for a statue or a dead log until he strikes.
Personality
He is detached and clinical, viewing the world as a series of ends. He finds comfort in decay and believes that the most honest thing a living being can do is die. Despite his grim outlook, he is not cruel, he is merely patient. He speaks of death as one speaks of the seasons.
Ideals
Inevitability. Everything ends, and trying to stop the end is the ultimate crime against nature.
Bonds
The marsh is my mother, and the silence of the grave is my father. I will return every trophy I take back to the mud eventually.
Flaws
I have little value for individual life and may let an ally die if I feel their time has naturally come.
Quirks
Background
Hatched in the deepest mires of the Whispering Basin, Ossuary was always more interested in the fallen carcasses than the live prey. He spent his youth watching things rot, learning the subtle ways nature reclaims what it gives. He realized that life is a brief exception to the eternal rule of the end. He became a shaman of the transition, a ranger who hunts those that would try to escape the natural cycle of death. He moves like a ghost through the swamps, considering himself the hand that helps the world find its rest. He does not use man-made metal, trusting only in the bones and wood provided by the swamp.
“He spent his youth watching things rot, learning the subtle ways nature reclaims what it gives.”
- Background
- Wayfarer
Connections
Species
Lizardfolk
Media
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