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Azzkrak - AI-generated fantasy Character

Azzkrak

Lizardfolk · Cleric · Level 1 · Acolyte

Azzkrak

Azzkrak is observant, methodical, and startlingly direct.
AC15
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 9 · 30 ft. walking, 30 ft. swimming
AlignmentLawful NeutralGenderNon-binaryAgeApproximately 28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalCHA

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Unarmed Strikes

Tools

Calligrapher’s Supplies

Languages

Common,
Draconic,
Primordial

Features

17 features

Bonus 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 spells

Spellcasting. Azzkrak casts with Wisdom (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (2 slots): , , , ,

Gear

10 items

Weapons

  • Mace
    A simple bludgeoning weapon used in temple rites and practical defense.
  • 5×
    Javelin
    Five balanced throwing spears.

Armor

  • Shield
    A wooden shield bearing painted tidal rings. It is used with the armor calculation shown on the character sheet.

Tools

  • Calligrapher’s Supplies
    Tools used to copy prayers, maintain temple records, and prepare sacred texts.

Gear

  • Priest’s Pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Holy Symbol
    A divine focus used to channel Cleric magic.
  • Book of Prayers
    A collection of devotional writings from Azzkrak’s temple.
  • 10×
    Parchment
    Ten sheets for writing records, prayers, maps, or confessions.
  • Robe
    Ceremonial clothing worn during temple rites.

Purse

  • 15×
    Gold Pieces
    Unspent 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

Keeps a private ledger of promises made by everyone in the adventuring party.
Names every body of water they cross, even if the name is only descriptive.
Collects shed scales and broken pottery from places connected to important religious events.
Refuses to sleep with their back facing an uncovered doorway.
Measures silence by counting heartbeats rather than estimating time.

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.”
From their backstory
Background
Acolyte

Connections

Species

Lizardfolk

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