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Threnk - AI-generated fantasy Character

Threnk

Lizardfolk · Barbarian (Path of the Berserker) · Level 5 · Criminal

Threnk

Threnk is observant, patient, and unnervingly practical.
AC20
HP65/65
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 20 · HP 65 · 40 ft.
AlignmentNeutral EvilGenderNon-binaryAge32 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Greataxe,
Handaxe,
Javelin,
Longsword,
Light Hammer,
Spear,
Maul,
Greatsword,
Flail,
Morningstar,
Battleaxe,
Warhammer,
Rapier,
Scimitar,
Shortsword,
Longbow,
Shortbow,
Light Crossbow,
Heavy Crossbow,
Musket,
Pistol,
Blowgun,
Net,
Whip,
Trident,
Halberd,
Glaive,
Lance,
Pike,
War Pick,
Warhammer,
Shortbow,
Longbow,
Dart,
Sling,
Quarterstaff,
Club,
Dagger,
Mace,
Sickle,
Javelin,
Light Crossbow,
Hand Crossbow,
Spear,
Greatclub,
Light Hammer,
Shortsword,
Scimitar,
Rapier,
Longsword,
Battleaxe,
Flail,
Morningstar,
War Pick,
Warhammer,
Greataxe,
Greatsword,
Halberd,
Glaive,
Lance,
Maul,
Pike,
Trident,
Net,
Whip,
Blowgun,
Handaxe,
Javelin,
Sling,
Dart,
Shortbow,
Longbow,
Crossbow,
Firearms

Tools

Thieves' Tools

Languages

Common,
Draconic

Features

20 features

Bonus action

  • Frenzy Attack

    When After using Reckless Attack while Raging

    After using Reckless Attack while Raging, Threnk can make one additional weapon or Unarmed Strike attack as a Bonus Action through Frenzy.

  • Berserker FrenzyLevel 3

    Threnk can make an attack with a weapon or an Unarmed Strike as a Bonus Action after using Reckless Attack while raging. The attack deals extra damage equal to 1d6 if made with a weapon, or 1d6 plus their Strength modifier if made as an Unarmed Strike. The extra damage is dealt only once per turn.

Always on

  • Bite

    When When Threnk makes an Unarmed Strike

    Threnk bites with their fanged maw. The attack uses Strength, deals 1d6 plus Strength modifier Piercing damage, and can be used for Unarmed Strikes.

  • RageLevel 1

    When Bonus Action

    Threnk enters a battle trance, gaining the benefits of Rage.

  • Unarmored DefenseLevel 1

    While not wearing armor, Threnk's Armor Class equals 10 + Dexterity modifier + Constitution modifier.

  • Weapon MasteryLevel 1

    Threnk has mastery with Greataxe, Handaxe, Javelin, and Longsword. Weapon Mastery properties can be used with those weapons when wielded by Threnk.

  • Danger SenseLevel 2

    Threnk has advantage on Initiative rolls. If surprised, they can still act normally on their first turn, provided they enter Rage before doing anything else on that turn.

  • Reckless AttackLevel 2

    Threnk can make a Reckless Attack when making their first attack on their turn. They gain Advantage on Strength-based attack rolls during that turn, but attack rolls against them have Advantage until the start of their next turn.

  • Extra AttackLevel 5

    Threnk can make one additional attack as part of the Attack action.

  • Fast MovementLevel 5

    Threnk's Speed increases by 10 feet while they are not wearing Heavy Armor.

  • FrenzyLevel 3

    When Threnk uses Reckless Attack while Raging and hits with an attack using a weapon that deals Slashing damage, the attack deals an extra 1d6 damage. This extra damage is applied only once per turn.

  • Creature TypeLizardfolkHumanoid.
  • SizeLizardfolkMedium.
  • SpeedLizardfolk30 feet.
  • BiteLizardfolkThrenk's fanged maw can make Unarmed Strikes that deal 1d6 plus Strength modifier Piercing damage.
  • Hold BreathLizardfolkThrenk can hold their breath for up to 15 minutes.
  • Hungry JawsLizardfolkOnce per Long Rest, when Threnk hits with a Bite, they can gain Temporary Hit Points equal to their Proficiency Bonus.
  • Natural ArmorLizardfolkWhen not wearing armor, Threnk's base AC is 13 + Dexterity modifier, but Unarmored Defense provides Threnk's higher AC of 20.
  • Nature's IntuitionLizardfolkThrenk has proficiency in two of the following skills, chosen during character creation: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival. Threnk has chosen Perception and Stealth.
  • AlertCriminal

    Threnk has Alert. They add their Proficiency Bonus to Initiative rolls, and immediately after rolling Initiative they can trade their Initiative with a willing ally in the same combat, provided neither is Incapacitated.

Gear

9 items

Weapons

  • Greataxe
    Heavy two-handed martial weapon, used for brutal cleaving attacks.
  • 4×
    Handaxe
    Light thrown martial weapons, useful for ranged attacks or close combat.
  • 2×
    Dagger
    Light thrown weapons concealed easily beneath a cloak.

Tools

  • Thieves' Tools
    A compact kit for picking locks and disabling traps.

Gear

  • Crowbar
    Useful for forcing doors, prying crates, and threatening reluctant witnesses.
  • Explorer's Pack
    A pack containing standard adventuring supplies.
  • Dark Common Clothes
    Dark, common clothing including a hooded cloak suitable for moving unseen.
  • 2×
    Belt Pouch
    Small pouches used to conceal coin, tools, and stolen objects.

Purse

  • 31×
    Gold Pieces
    Starting currency from class and background equipment.

Appearance

Threnk is a tall, powerfully built lizardfolk with deep river-green scales, a pale throat, and a long, heavy tail that moves with slow, deliberate precision. Their broad jaws and interlocking teeth are impossible to ignore. They chew everything slowly, even soft food, and their rare laughs expose a mouthful of needlelike teeth in a display that resembles a threat more than amusement. Threnk favors stillness over fidgeting, remaining motionless for unnervingly long stretches before exploding into sudden, efficient movement. They wear patched leather armor, a dark hooded cloak, and trophies of polished bone tied to their belt.

Mannerisms

Threnk pauses before answering questions, tilting their head as though tasting the words. They clean their teeth with a sliver of bone after meals, count exits whenever entering a room, and rarely blink during negotiations. When angered, they become quieter rather than louder, and their tail begins tapping a slow, deliberate rhythm against the ground.

Personality

Threnk is observant, patient, and unnervingly practical. They speak in short, exact statements and rarely use humor unless it causes discomfort. They respect competence regardless of species, despise wasteful displays of emotion, and enjoy watching confident people discover that they have misunderstood the situation. Despite their cruelty, Threnk is remarkably disciplined and can wait for the perfect opportunity without complaint.

Ideals

Power is the only law that does not pretend. Those who can take control have earned the right to decide what happens next.

Bonds

Threnk still possesses a small bone token taken from their clutch-mother's nest. They believe it represents ownership of the family line, and they will destroy anyone who tries to take it. They also intend to find the former crime boss who sold out their crew, not for justice, but to reclaim the boss's ledger and everything recorded in it.

Flaws

Threnk treats every relationship as a transaction and assumes kindness is merely concealed leverage. They are vindictive when embarrassed, hoard information even when sharing it would help, and have a habit of escalating minor insults into carefully planned acts of cruelty. Their greatest weakness is simple possession. If they decide something belongs to them, reason rarely survives the decision.

Quirks

Keeps stolen keys sorted by shape and owner, never by size.
Names weapons after the person they were taken from.
Collects polished teeth from creatures they consider clever.
Answers rhetorical questions with literal answers.
Smiles only when a plan has gone exactly as intended.

Background

Threnk was hatched in a marsh settlement where survival was measured by patience, memory, and the willingness to take what the swamp refused to give freely. They learned early that warm-blooded communities were full of valuables protected by rules that applied only to those without the strength to ignore them. Threnk became a scavenger, then a burglar, and finally an enforcer for a smuggling ring that moved rare alchemical reagents, stolen relics, and living cargo through the river country. Their lizardfolk instincts made them excellent at waiting in reeds for hours, studying patrol routes, and striking without warning when the moment came.

Background
Criminal

Connections

Species

Lizardfolk

Media

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