Azzkrak
Azzkrak
Sheet
AC 15 · HP 9 · 30 ft. walking, 30 ft. swimmingSaving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- Hungry JawsLizardfolkAs a Bonus Action, make a Bite attack. On a hit, gain Temporary Hit Points equal to the Proficiency Bonus. This can be used a number of times equal to the Proficiency Bonus and all expended uses return after a Long Rest.
Always on
- Thaumaturgy
When When a dramatic religious sign or minor supernatural effect would aid communication or ceremony.
Azzkrak invokes a brief prayer and produces a minor divine effect appropriate to the moment, such as a harmless sensory sign or a resonant voice.
- Sacred Flame
When When an enemy is within 60 feet and Azzkrak wants a ranged radiant attack.
Azzkrak calls down radiant energy on a creature they can see within range. The target makes a Dexterity saving throw, taking radiant damage on a failure.
- Guidance
When Before an ally attempts an ability check.
Azzkrak touches a willing creature and grants a d4 to one ability check before the spell ends.
- Spare the Dying
When When a creature within touch range has 0 Hit Points.
Azzkrak touches a creature and stabilizes it if it has 0 Hit Points. The target gains no Hit Points from this effect.
- Resistance
When Before an ally attempts a saving throw.
Azzkrak touches a willing creature and grants it a d4 to one saving throw before the spell ends.
- Bless
When At the beginning of a dangerous encounter when several allies need improved accuracy or defenses.
Azzkrak blesses up to three creatures, granting each a d4 to attack rolls and saving throws for the duration while concentration is maintained.
- SpellcastingLevel 1
Azzkrak can cast Cleric spells using Wisdom as their spellcasting ability. They know three Cleric cantrips and can prepare four Cleric spells from the Cleric spell list after a Long Rest. They have two 1st-level spell slots.
- Divine Order, ThaumaturgeLevel 1
Azzkrak chooses Thaumaturge as their Divine Order. They learn one additional Cleric cantrip and add their Wisdom modifier to Intelligence checks made using the Arcana or Religion skill.
- Creature TypeLizardfolkHumanoid.
- SizeLizardfolkMedium.
- SpeedLizardfolk30 feet walking and 30 feet swimming.
- BiteLizardfolkA fanged maw that can make Unarmed Strikes, dealing 1d6 plus Strength modifier slashing damage instead of normal Unarmed Strike damage.
- Hold BreathLizardfolkCan hold their breath for up to 15 minutes.
- Natural ArmorLizardfolkWhile not wearing armor, base AC is 13 plus Dexterity modifier.
- Nature’s IntuitionLizardfolkGain proficiency in two of the following skills: Animal Handling, Nature, Perception, Stealth, or Survival. Azzkrak chooses Nature and Survival.
- Shelter of the FaithfulAcolyte
Azzkrak can usually find free healing and care at a temple, shrine, or other established presence of their faith, though they must provide any material components needed for spells. Their training also grants the Magic Initiate origin feat, with Cleric chosen as the spell list.
Spells
10 spellsSpellcasting. Azzkrak casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (2 slots): , , , ,
Gear
10 itemsWeapons
- MaceA simple bludgeoning weapon used in temple rites and practical defense.
- 5×JavelinFive balanced throwing spears.
Armor
- ShieldA wooden shield bearing painted tidal rings. It is used with the armor calculation shown on the character sheet.
Tools
- Calligrapher’s SuppliesTools used to copy prayers, maintain temple records, and prepare sacred texts.
Gear
- Priest’s PackA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy SymbolA divine focus used to channel Cleric magic.
- Book of PrayersA collection of devotional writings from Azzkrak’s temple.
- 10×ParchmentTen sheets for writing records, prayers, maps, or confessions.
- RobeCeremonial clothing worn during temple rites.
Purse
- 15×Gold PiecesUnspent starting currency.
Appearance
Azzkrak is a tall, broad-shouldered lizardfolk with dark olive scales, pale cream markings along the jaw and throat, and a ridge of blunt spines running from the crown of the head to the base of the neck. Their amber eyes rarely blink. Azzkrak wears a weathered robe over medium leather armor, carries a round wooden shield painted with concentric tidal rings, and keeps a carefully wrapped prayer book and calligrapher’s tools at their side.
Mannerisms
Azzkrak pauses before answering difficult questions, tilting their head as if listening to distant water. They tap one claw against their holy symbol while thinking, inspect food before eating it, and refer to important events as entries in an imagined sacred ledger.
Personality
Azzkrak is observant, methodical, and startlingly direct. They speak in measured sentences, dislike unnecessary noise, and remember small details about everyone they meet. Although they appear emotionally distant, they are protective of the vulnerable and show affection through practical acts, such as repairing equipment, checking water supplies, or standing watch without being asked.
Ideals
Order. The world survives because promises are kept, rites are performed, and consequences are accepted. Mercy has value, but only when it does not erase responsibility.
Bonds
The marsh shrine that raised Azzkrak must be protected, and the polluted waters beneath it must eventually be cleansed. They also carry a fragment of the shrine’s oldest prayer tablet, which they believe contains a missing commandment of their faith.
Flaws
Azzkrak is inflexible once a rule, oath, or chain of evidence has been established. They distrust improvisation, interpret evasiveness as guilt, and can become so focused on correcting a violation that they overlook compassion or practical danger.
Quirks
Background
Azzkrak was hatched among the reed-choked waterways of a quiet marsh, where their clutch followed strict seasonal laws governing hunting, territory, burial, and the keeping of ancient oaths. They were expected to become a hunter and watchkeeper, but Azzkrak became fascinated by the marsh shrine maintained by traveling priests. The priests saw in them an unusual patience and a gift for recognizing patterns in water, weather, and the behavior of living things. They taught Azzkrak letters, ritual, and the disciplined recitation of sacred prayers, eventually accepting them as an acolyte despite the unease some worshipers felt toward a lizardfolk servant of the temple. When the shrine’s waters turned foul and several villages began to suffer, Azzkrak discovered that the corruption was not natural. A hidden faction within the local religious hierarchy had been diverting offerings and concealing the source of the pollution. Azzkrak exposed the crime, but their refusal to soften the evidence or protect influential names made them unwelcome among the temple’s senior clergy. They now travel as a cleric, seeking signs of divine order in a disordered world. To Azzkrak, adventuring is not wandering. It is an assigned inspection of the realms of mortals, and every oath, crime, and broken custom must be recorded.
“They were expected to become a hunter and watchkeeper, but Azzkrak became fascinated by the marsh shrine maintained by traveling priests.”
- Background
- Acolyte
Connections
Species
Lizardfolk
Media
0 imagesNo images yet.
Turn Azzkrak into a sheet
A high-res, share-ready sheet you can post or print.