Korrix Marsh-Tooth
Korrix Marsh-Tooth
Sheet
AC 13 · HP 45 · 30 ft., swim 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAlways on
- Bite
When When making an unarmed strike
You lash out with fangs in a sudden close-range strike, especially when cornered or enraged.
- RageLevel 1
When Bonus action on your turn
You can enter a killing frenzy of primal violence when battle turns desperate.
- Reckless AttackLevel 2
When When you attack on your turn
You use reckless aggression to gain advantage on your first attacks, accepting the danger that follows.
- Totem Spirit, Bear
When When you are raging
You call on the Bear totem to become nearly impossible to bring down while raging.
- Unarmored DefenseLevel 1
When not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- Rage DamageLevel 1
You have advantage on Strength checks and Strength saving throws while raging. You gain a bonus to the damage rolls of melee weapon attacks using Strength while raging. The bonus is +2.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells, unless you are blinded, deafened, or incapacitated.
- Totem SpiritLevel 3
You have chosen the Bear totem. While raging, you have resistance to all damage except psychic damage, embodying a relentless, almost bestial toughness.
- Spirit SeekerLevel 3
You can cast a ritual spell to communicate with nature, seeking guidance from animal spirits, though you do not gain spellcasting in the normal sense. This feature supports your primal connection to the wild.
- Ability Score ImprovementLevel 4
At 4th level, you gain an Ability Score Improvement or a feat. Use this to increase Strength by 1 and Constitution by 1, reflecting brutal physical growth and harder resilience.
- TraitLizardfolkBite, a natural weapon that deals 1d6 piercing damage on a hit, using Strength for attack and damage rolls.
- TraitLizardfolkCunning Artisan, you can craft useful items from the bones and hides of slain creatures during downtime.
- TraitLizardfolkHold Breath, you can hold your breath for up to 15 minutes.
- TraitLizardfolkHunter's Lore, you gain proficiency in two of the following skills, Animal Handling, Nature, Perception, Stealth, or Survival.
- TraitLizardfolkNatural Armor, while not wearing armor, your AC equals 13 + your Dexterity modifier.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always find food and fresh water for yourself and up to five others, provided the land offers any.
Gear
9 itemsWeapons
- GreataxeA heavy greataxe for brutal close-quarters combat.
- 2×HandaxeA pair of balanced throwing axes for ranged harassment or backup melee.
- 4×JavelinFour spear-like throwing weapons for hunting and battlefield control.
Gear
- Explorer's PackA pack with explorer tools, supplies, and survival gear.
- StaffA sturdy walking staff, useful as a tool, weapon, or symbol of the road.
- Hunting TrapA concealed trap used for hunting small or medium prey.
- Trophy of a Dead AnimalA trophy from a dead animal, kept as proof of a successful hunt.
- Traveler's ClothesTraveler's clothes suited to life on the move.
Purse
- Pouch of CoinsA pouch holding 10 gp.
Appearance
A lean, scarred lizardfolk male with dark green scales, amber eyes, and a jaw marked by old ritual cuts. He wears scavenged tribal leathers, a necklace of bone trophies, and carries a brutal greataxe wrapped in strips of cured hide. His posture is still and predatory, like a marsh crocodile waiting beneath the waterline.
Mannerisms
He speaks in short, deliberate sentences and often pauses before the final word, as if deciding whether it is worth saying. When thinking, he taps a claw against his teeth or flicks his tongue toward the air. In conversation, he watches hands more than faces.
Personality
Korrix is patient, watchful, and predatory. He prefers to observe before acting, then strike decisively once the balance of power is clear. He respects competence, hoards useful secrets, and views generosity as a tactic unless it proves otherwise.
Ideals
Strength is truth. The world belongs to those willing to take what they need, but power is only real when it is proven in danger. Mercy is a luxury for the already secure.
Bonds
He carries a carved bone charm taken from the clutch-mate who first taught him how to hunt, and he will not let that memory be dishonored. If he ever finds the raiders who destroyed his marsh clan, he means to make them beg before he ends them.
Flaws
Korrix trusts appetite more than empathy, and if a choice promises profit, he will rationalize almost anything. He is slow to forgive disrespect, quicker to answer an insult with violence, and he often mistakes cruelty for wisdom.
Quirks
Background
Korrix was hatched in the black reeds of a marsh clan that measured worth by survival, not mercy. As a hatchling he learned the oldest lesson of his people, that the weak feed the strong, and the strong endure. When his clutch was scattered by a raiding band of river mercenaries, Korrix did not flee with grief, he watched, studied, and waited. He learned that patient violence often paid better than noble rage, and that a hungry world can be guided by fear as easily as by faith. He wandered beyond the swamps as an outlander, stalking game, selling hides, and taking work where blades were needed and questions were few. In the wild he discovered the savage stillness inside his own blood, a fury that felt less like emotion and more like a law of nature. He now travels with calculated purpose, serving no banner except the one that promises the best return. Korrix keeps trophies from those who failed to respect him, and he believes civilization is merely a larger, softer swamp waiting to be harvested by something sharper.
“As a hatchling he learned the oldest lesson of his people, that the weak feed the strong, and the strong endure.”
- Background
- Outlander
Connections
Species
Lizardfolk
Media
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