Guramio
Guramio
Sheet
AC 10 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalINT
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- BroodcallLevel 1
When As an action, once per long rest
You cast a spell that calls a Tartarus-born creature into an unoccupied space within 30 feet. The creature remains for up to 1 hour and obeys your spoken commands.
- SpellcastingLevel 1
You can cast summoner spells using Charisma as your spellcasting ability. You regain expended spell slots when you finish a long rest. At first level, you know two cantrips and two first-level summoner spells.
- Voice of the BroodLevel 1
You can communicate simple ideas to monstrosities and beasts that have Intelligence 6 or lower. You have advantage on Wisdom and Charisma checks made to influence a creature summoned by your Broodcall feature.
- Darkvisionhumanoid snakeYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Serpentine Resiliencehumanoid snakeYou have advantage on saving throws against poison, and you have resistance to poison damage.
- Forked Speechhumanoid snakeYou can communicate simple concepts with snakes and other serpentine creatures.
- Scaled Adaptationhumanoid snakeYou gain a climbing speed of 20 feet when climbing natural stone, rough masonry, trees, or similar surfaces.
- Ability Score Increasehumanoid snakeYour Constitution increases by 1, and your Charisma increases by 2.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and natural landmarks you have seen. You can find food and fresh water for yourself and up to five other people each day, provided the land offers anything edible.
Spells
4 spellsSpellcasting. Guramio casts with Charisma (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
7 itemsWeapons
- ScimitarA curved blade used for cutting roots, meat, and ritual cords
Armor
- Leather armorA light, flexible coat of overlapping boiled leather scales
Tools
- Bone whistleA bone whistle whose tone resembles the hiss of a large serpent
Gear
- Tartarus focusA focus carved from black volcanic glass, set in a bronze serpent frame
- Explorer's packA compact traveling kit containing a blanket, tinderbox, mess kit, ten torches, ten days of rations, and a waterskin
- StaffA simple walking staff marked with tiny carved maps of mountains and ravines
- Underworld provisionsA small pouch of mixed mineral salts and dried fungus gathered from the deepest caverns
Appearance
A tall, broad-shouldered humanoid snake with deep umber scales patterned by muted bands of ochre and gray. His face is distinctly serpentine, with a narrow jaw, a flattened nose ridge, and amber eyes with vertical pupils. He wears a weather-stained travel cloak over layered desert cloth, though the sleeves are deliberately cut short to leave his scaled forearms uncovered. His boots are badly fitted and constantly repaired, forcing him into a slow, measured gait. The one carefully maintained object he owns is a polished bronze pendant engraved with a coiled serpent surrounding a black stone. His presence is unnervingly still until he begins speaking, when his movements become fluid and deliberate.
Mannerisms
He pauses before answering questions, tilting his head as though tasting the air. When concentrating, he traces slow circles over his bronze pendant. He rarely blinks, and he addresses summoned creatures as kin rather than servants.
Personality
Guramio is restrained, observant, and strangely courteous to beasts and monsters. He speaks with the patience of someone who expects centuries to be available to him, even when danger is immediate. He is not needlessly cruel, but he considers fear a useful language and prefers an honest threat to a dishonest promise.
Ideals
Revenge. The gods made the world fear monsters, then called themselves virtuous for destroying them. I will give the hunted creatures a voice, and make the heavens answer for every brood they slaughtered.
Bonds
The bronze pendant around my neck contains a fragment of Tartarus's living stone. I will return it to him only after I have gathered enough strength to call forth the full brood of Typhon.
Flaws
I believe every act of mercy toward the gods is a betrayal of Typhon. I also mistake obedience from summoned creatures for affection, and react badly when allies suggest that my monsters are only tools.
Quirks
Background
When Typhon, father of monsters, was slain, the world assumed the terror had ended. Beneath the world, however, Tartarus remembered his child. From a cavern where roots drank from ancient darkness, Tartarus rebuilt Typhon in a mortal shape, giving him a humanoid serpent body so that he could walk among the living without immediately drawing the attention of the gods. The resurrection did not restore Typhon's former dominion. It gave him something more dangerous, a purpose and a voice that could travel beyond the underworld.
“Beneath the world, however, Tartarus remembered his child.”
- Background
- Outlander
Connections
Species
humanoid snake
Media
0 imagesNo images yet.
Turn Guramio into a sheet
A high-res, share-ready sheet you can post or print.