Guram Etxuri
Guram Etxuri
Sheet
AC 19 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAction
- Shell DefenseTortleAs an action, you can withdraw into your shell, gaining a +4 bonus to AC and advantage on Strength and Constitution saving throws. While withdrawn, you are prone, your speed is 0, you have disadvantage on Dexterity saving throws, and you cannot take reactions. The only action available to you is to emerge, ending the benefit.
Always on
- SpellcastingLevel 1
You can cast druid spells using Wisdom as your spellcasting ability. You know two cantrips and can prepare a number of 1st-level druid spells equal to your Wisdom modifier plus your druid level.
- DruidicLevel 1
You know the secret language of druids. You can leave hidden messages in natural surroundings that other druids recognize, and you recognize such messages left by others.
- Natural ArmorTortleYour shell gives you a base AC of 17. You can use a shield and gain its benefits, but you cannot wear armor.
- ClawsTortleYour claws are natural weapons that deal 1d4 slashing damage on a hit.
- Hold BreathTortleYou can hold your breath for up to 1 hour.
- Tortle Ability Score IncreaseTortleYour Strength increases by 2 and your Wisdom increases by 1.
- Tortle SpeedTortleYour walking speed is 30 feet.
- Powerful BuildTortleYou count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
- Ship's PassageSailor
You can secure free passage on sailing ships for yourself and your adventuring companions in return for service. You may also expect such service from other sailors, though it is not guaranteed.
Spells
4 spellsSpellcasting. Guram Etxuri casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
7 itemsWeapons
- ScimitarA curved single-edged blade chosen for its usefulness aboard ship
Armor
- ShieldA plain wooden shield reinforced with rope and sealed against seawater
Tools
- Navigator's ToolsA set of navigational charts, kept in an oilskin tube
Gear
- Explorer's PackA leather pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope
- Druidic FocusA sprig of salt grass bound with twine, used as a druidic spellcasting focus
- Lucky CharmA belaying pin taken from the wreck of his former ship
Purse
- Sailor's PurseA small pouch containing 10 gp
Appearance
Guram is a broad, heavy-shelled tortle with a weathered olive-green hide and a shell patterned in muted ochre, brown, and sea-gray bands. His shell is carefully scrubbed but visibly worn, with rope burns and salt stains worked into the lower ridges. He keeps a short cord of polished driftwood beads around one wrist and carries himself with a slow, rolling sailor's gait, favoring his left side when the ground is uneven. Within a minute of meeting him, most people notice that he is almost unnervingly still when listening, then suddenly purposeful when he decides to act.
Mannerisms
Guram pauses for several heartbeats before answering serious questions, as though waiting for the tide to settle. He checks knots by touch, taps his shell twice before entering unfamiliar places, and turns his head toward the nearest source of running water whenever someone mentions death.
Personality
Guram is patient, practical, and quietly warm. He prefers useful conversation to polite conversation, but he listens with complete attention and remembers small details others overlook. He has a dry sense of humor, a strong protective instinct, and an almost religious respect for anyone who works with their hands. He dislikes boasting, though he is secretly proud of being difficult to move once he has chosen a course.
Ideals
Stewardship. The sea does not belong to sailors, merchants, or kings. Every living thing that draws from it owes something back.
Bonds
The wrecked vessel and the sailors who died aboard it remain his responsibility. He keeps a waterlogged length of its mainmast and intends to return it to the reef where the ship was lost.
Flaws
He is slow to forgive wastefulness, especially wasted food, fresh water, rope, or a life. When frightened, he becomes stubborn rather than cautious, and he sometimes mistakes silence for wisdom when a difficult conversation is needed.
Quirks
Background
Guram was hatched in a reed-choked inlet where the river met the sea, among tortle families who measured their lives by tides, storms, and the slow return of fish. He joined a coastal cargo sloop before he was old enough to understand why sailors feared quiet water more than rough water. For years, he hauled lines, read currents, and learned which birds foretold land. His captain trusted him with the ship's small shrine, a basin of river stones and saltwater where the crew left offerings before long voyages. During a violent crossing, the sloop ran aground on a reef that appeared on no chart. Guram survived by wedging himself into his shell while the storm tore the vessel apart around him. When dawn came, he found the reef covered in strange green growth and heard what he believed was the voice of the living sea beneath the rocks. He returned home changed, carrying sprigs of salt grass and a conviction that the coast was being wounded by careless hands. Now he travels as a druid and sailor, seeking the source of the reef's sickness, helping crews survive the waters, and learning whether the voice he heard was a spirit, a warning, or simply the truth he had been too slow to notice before.
“He joined a coastal cargo sloop before he was old enough to understand why sailors feared quiet water more than rough water.”
- Background
- Sailor
Connections
Species
Tortle
Media
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