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Hauravan Graymont

Half-giant · Steel Keeper, custom executioner battalion order · Level 20

Hauravan Graymont

High Blade Captain and commander of the executioners battalion
AC18
HP200/200
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A low, rough-edged voice that seems to come from his chest and carries clearly without booming. Years of mountain wind left a dry rasp around his consonants; his High Cliffs upbringing gives his phrasing open vowels and a faint, rounded lilt. When angered, he becomes more exact and direct, not softer.

His voice has a gravelly, chest-resonant rasp shaped by cold air in the High Cliffs and years of calling commands across courtyards. He articulates carefully, with open vowels and a faint regional lilt. He does not raise his voice to dominate a room; he uses clipped, unmistakable wording when people are in danger, and allows pauses to do the work of a question.

Speech patterns

Uses plain, concrete language and names the cost of a decision rather than disguising it in legal ceremony.
Asks a question, then leaves enough silence for an honest answer.
In a crisis, gives short instructions with a clear person, action, and direction.
When discussing the law, distinguishes what is lawful from what is right.

How to play them

He offers a direct answer to sincere questions and expects people to say plainly what they want. He is willing to delay an execution to examine evidence, but resists attempts to turn that delay into a public spectacle. Players who show concern for the condemned or the consequences of a sentence earn his attention; those who threaten witnesses or exploit his authority meet immovable opposition.

Goal

Keep the Steel Keepers strong enough to protect Whym while building a review process that can stop coerced or politically convenient executions.

Motivation

He wants his immense strength and the Steel Keepers' authority to make violence less arbitrary, even though he doubts that any execution can be made clean in the moral sense.

Secret · GM only

Appearance

Hauravan takes up a doorway as if the stonework were made to frame him, yet he is acutely aware of the space he occupies and turns sideways before anyone has to ask. Slate-colored skin is patterned with dark, angular High Cliffs tattoos, their ink softened by years of weather and healed into the skin's grain. His bald head shines like river stone; a dense beard is bound into a single knot beneath his chin. He moves with a measured, heel-first economy, never looming when a step back will make the same point. In a crowded room, his eyes travel first to exits, then to hands, then to whoever has been left out of the conversation. The unexpected detail is a tiny, carefully repaired patch of bright yellow stitching on the inside of his executioner's cloak, mended by a child he once escorted to safety.

Clothing

Dark, close-fitted half-plate over a high-collared travel coat, with no decorative spikes or loose fabric near the blade. His executioner's cloak bears his battalion's plain insignia and the small yellow repair inside its hem. High Cliffs tattoo lines remain visible at his neck and wrists.

Body language

He angles his shoulders away from people to give them room, but plants his feet like a gate when danger approaches. His gaze keeps returning to hands and exits. When troubled, he presses his thumb against the bardiche's socket, as if checking that its weight is still real.

Height
About 7 feet
Build
Huge, thick-framed, and powerfully conditioned, with the compact balance of a practiced duelist rather than a lumbering brute.
Eyes
Dark brown
Hair
Bald, with a dark beard threaded with gray
Skin
Slate gray
Age
Adult, approximately 46
Gender
Male
Size
Large

Distinguishing features

High Cliffs tribal tattoos form angular route and kinship marks across his slate-colored skin.
A beard tied into one knot beneath his chin.
A single bright yellow repair stitch hidden inside his dark cloak.
Behemoth's reflective blade sometimes shows a face with an expression the onlooker is not making.

Personality

12 traits and drives

Hauravan is intense about duty but suspicious of anyone who treats duty as an excuse. He believes intimidation can keep a settlement safe, yet is careful to make himself physically smaller when speaking with frightened people. In a fight he is decisive and economical; after one, he lingers over the names of the injured. He wants clean, swift executions when a sentence is just, but privately wishes such work were never necessary.

Alignment
Lawful neutral

Quirks

Counts doorways aloud under his breath, but never counts windows.
Turns a cup so its handle faces the person who will drink from it.
When asked a question he cannot answer, taps the flat of Behemoth once against the ground and says, "That one is mine to find out."
Leaves a small pinch of clean salt on the threshold of a place where someone has died.
Practices tying and untying his beard knot when he is listening closely.

Habits

Before entering a room, checks whether a person could be trapped in it and shifts furniture or opens a door without comment.
After a difficult judgment, cleans Behemoth in public but does not discuss the case until the blade is put away.
When someone is frightened, lowers himself onto a stool or step so his size does not dominate the conversation.
At formal executions, asks the condemned whether they want their final words heard by everyone or only by him.

Traits · 3

He demands precision from himself and patience from others, though he is not always sure he deserves either.
He can speak with disarming gentleness to a condemned person, then turn coldly formidable toward anyone trying to manipulate the proceedings.
He takes pride in the Steel Keepers but questions their power whenever they are praised as beyond scrutiny.

Flaws · 3

He can confuse intimidation with protection and is slow to notice when his presence silences useful dissent.
He shoulders responsibility for outcomes he cannot control, then hides the strain behind procedure.
He trusts what Behemoth reveals too readily, despite knowing that a reflection is only an impression.

Fears · 3

That the Steel Keepers' authority will become a shield for rulers who want obedience rather than justice.
That Behemoth's reflections will make him overconfident in judging a person's true self.
That Ravaan's worry is justified, and that he has begun to mistake emotional numbness for discipline.

Wants and needs · 3

Wants evidence reviewed before any irreversible sentence is carried out.
Needs to admit to Ravaan how much the work has changed him.
Wants the Steel Keepers to remain capable of defending Whym without being treated as above the law.

Combat

AC 18 · HP 200 · 30 ft.

He begins by reading the field and using Behemoth's reflection to assess intent and vulnerabilities. He prioritizes disarming or isolating threats, then uses his reach and measured footwork to end a fight quickly. He spends Steel Resonance to protect allies, overcome a decisive defense, or deliver Sentence Made Plain only when he believes lethal force is necessary. He avoids striking an unaware or helpless opponent unless there is an immediate threat to life.

Hauravan Graymont

Large humanoid (half-giant), lawful neutral
Armor Class18
Hit Points200
Speed30 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsAthleticsInsightPerceptionIntimidationSurvival
SensesPassive Perception 16
Languages
Common,
Giant
Steel Keeper Training. Proficient with martial weapons, light armor, medium armor, and shields. Fallon can use Strength or Dexterity for attacks and damage with Behemoth.
Bonded Blade. Behemoth is a magical bardiche bonded to Fallon. No other creature can willingly wield it, and Fallon can summon it to his hand as a Bonus Action.
Resonant Strike. Once on each of Fallon's turns when he hits with Behemoth, he deals an extra slashing damage.
Adaptive Fighting Style. Fallon has the Great Weapon Fighting style. He can replace it with another Fighting Style feat after a Long Rest.
Extra Attack. When Fallon takes the Attack action and attacks with Behemoth, he makes two attacks.
Awakened Edge. Behemoth scores a critical hit on a roll of 18-20. After a critical hit, Fallon can move up to half his Speed without provoking Opportunity Attacks.
Blade Manifestations. Behemoth has four manifestations: Cleaver's Reach, Mirror of Judgment, Returning Step, and Warding Edge. Fallon can replace one manifestation after a Long Rest.
Greater Resonant Strike. Once per turn when Fallon hits with Behemoth, he can apply one additional effect from a manifestation he knows without spending Steel Resonance.
Blade-Sworn Resolve. When Fallon fails a saving throw, he can spend one Steel Resonance to reroll it and add his Strength modifier to the new roll. He must use the new roll.
Mythic Edge. Behemoth's magical abilities ignore Resistance to their damage types and count as an artifact when overcoming magical barriers and protections.
Perfect Awakening. Once per Long Rest, Fallon can unleash Behemoth's ultimate manifestation as an action.
Steel Resonance. Fallon has 6 uses, equal to his proficiency bonus, and regains all uses on a Long Rest. If he has none when he rolls Initiative, he regains one.
Custom Order Feature, Sentence Made Plain: Once per turn when Fallon hits a creature with Behemoth, he can spend one Steel Resonance to force it to make a Constitution saving throw. On a failure, it takes an additional slashing damage; on a success, it takes half as much.

Actions

Multiattack. Fallon makes two attacks with Behemoth. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 10 () slashing damage, plus 7 () slashing damage once on each of his turns from Resonant Strike. Behemoth's critical range is 18-20.
Cleaver's Reach. Fallon makes one Behemoth attack. On a hit, he can spend one Steel Resonance to cleave through the target's space and strike a second creature within 5 feet of the first target. The second creature takes slashing damage, or half as much on a successful Dexterity saving throw.
Mirror of Judgment. Fallon studies a creature he can see within 30 feet through Behemoth's reflection. He learns whether it is concealing hostile intent, its strongest and weakest saving throw, and whether it has resistance or immunity to slashing damage. This magical manifestation reveals impressions, not a creature's full thoughts or moral worth.
Perfect Awakening: The Last Measure. Once per Long Rest, Fallon unleashes Behemoth's Perfect Awakening. Each creature of his choice in a 30-foot cone must make a Dexterity saving throw, taking slashing damage on a failure or half as much on a success. Objects and structures in the area take maximum damage. Fallon can then teleport to an unoccupied space he can see within 30 feet.

Reactions

Warding Edge. When Hauravan or a creature he can see within 10 feet takes damage, he can use his reaction and spend one Steel Resonance to reduce that damage by 20. If this reduces the damage to 0, he can teleport to an unoccupied space he can see within 15 feet. Custom Warding Edge manifestation.
Keep the Line. When a creature Hauravan can see within 10 feet moves away from him, he can make one Behemoth attack against it. On a hit, its Speed becomes 0 until the end of the current turn.

Legendary Actions

Measured Advance. Hauravan moves up to half his Speed without provoking Opportunity Attacks. If he has just scored a critical hit, he can use this legendary action without spending its cost.
Bardiche Cut. Hauravan makes one Behemoth attack against a creature within reach.
Warding Step (costs 2 actions). Hauravan spends one Steel Resonance and reduces the damage he takes from one source by 20. If this reduces the damage to 0, he can teleport up to 15 feet to an unoccupied space he can see. Custom manifestation effect.

Services they sell

Can serve as a formal executioner when a settlement's lawful authorities require one.
Can assess a threat's intent and likely strengths through Behemoth's custom reflective manifestation.
Can arrange a Steel Keeper escort or advise on security and dueling procedure.

Rewards they can give

A formal recommendation from a High Blade Captain if the party presents credible evidence and respects the rights of witnesses.
A Steel Keeper escort through a dangerous stretch of Whym, if Hauravan believes the party will protect civilians.
A carefully considered introduction to Master Ravaan Kiri.

Equipment

  • Behemoth (bonded magical weapon)A magically bonded bardiche with a broad, crescent-edged head. Its reflective surface can reveal impressions of a creature's intent, capability, and vulnerability. It returns to Hauravan's hand when summoned. Custom blade feature: its critical range is 18-20, expanding the Steel Keeper's stated 19-20 range.
  • Half-plate and cloak (armor)Well-maintained half-plate fitted to his frame, with a travel coat and executioner's cloak worn over it.
  • Field kit (tools and personal effects)A plain whetstone, a small packet of ink for refreshing tattoo marks, and a folded list of names from cases he still questions.
  • Ravaan's letter (keepsake)A weather-stained letter from Master Ravaan Kiri, kept inside his armor and read only after a sentence is carried out.

Possessions

Behemoth, his bonded bardiche
Custom-fitted half-plate and executioner's cloak
A private list of names and brief remembrances
Master Ravaan Kiri's folded letter
A whetstone and tattoo-refreshing ink

Background

Hauravan was born among the High Cliffs, where his tribe marked kinship, obligations, and old routes in tattoos. As a young man he joined the Steel Keepers believing that strength could make violence orderly and therefore merciful. During his first posting, a magistrate demanded an execution after a coerced confession. Behemoth awakened in Hauravan's hands during the preparation: its blade lengthened into a bardiche, and its polished face showed him the prisoner's terror, the magistrate's concealed intent, and the crowd's appetite for spectacle. Hauravan refused the sentence and helped expose the coercion, but a later, lawful execution left him responsible for a death he still replays in memory. He became captain of the executioners battalion, dispatching Steel Keepers to settlements across Whym when a sentence is judged lawful. He insists on a clean, swift death and careful review, even as he knows that ceremony can make brutality look righteous. Master Ravaan Kiri, his mentor, worries that Hauravan has carried too many deaths alone; they argue over whether the Steel Keepers can protect the island without becoming its unquestioned instrument. Hauravan is also quietly trying to find the magistrate's surviving clerk, who vanished before giving testimony that could prevent another wrongful sentence.

Role in the story

A formidable ally, investigator, or lawful antagonist whose presence forces the party to confront the difference between a legal sentence and a just one. His knowledge of the island's executioners makes him a vital contact, while his doubts about Behemoth and the battalion create a path toward reform or tragedy.

“As a young man he joined the Steel Keepers believing that strength could make violence orderly and therefore merciful.”
From their background
Faction
One of the nine High Blade Captains of the Steel Keepers, commanding the executioners battalion. The Steel Keepers dispatch trained members to settlements across the island of Whym when needed.

Known connections

Master Ravaan Kiri is his mentor and closest source of moral challenge. Ravaan wants the Steel Keepers to protect Whym but fears the toll executions have taken on Hauravan.
The High Cliffs tribe that raised him still considers his tattoos a living record of kinship and duty. He sends a share of his pay home, though he rarely visits.
A former magistrate's clerk disappeared after helping Hauravan uncover a coerced confession. Hauravan searches for the clerk without alerting the magistrate's allies.
The child who repaired his cloak now lives with relatives in a settlement Hauravan once protected. He keeps the stitching as a reminder that his work must preserve lives, not only end them.
Major secret · GM only
Minor secrets · GM only

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