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Nexar

Outsider · Fallen God, custom outsider · Level 0

Nexar

Deity, fallen god and wandering patron of the betrayed
“for the divine powers and”
AC16
HP114/114
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Its voice seems to come from the mantle's center rather than a mouth. There is a faint dry rasp beneath its clear, measured diction, like cloth passing over grit. When rattled, its pauses become uneven and the lights across its face scatter in time with a sound like distant glass chimes.

Nexar speaks in carefully assembled sentences, with the habit of someone who once recited formal vows for a living. It favors concrete nouns and exact distinctions, rarely using contractions. Its speech has pauses where a mortal might breathe, though the pauses do not match any need for air. When angered, it does not become softer: consonants sharpen, clauses shorten, and each accusation lands with the clipped precision of a verdict.

Speech patterns

Frames questions as choices, then waits to see which answer the listener avoids.
Uses the language of navigation and weather: bearings, crossings, shelter, and storms.
Calls vengeance a form of accounting, but never uses the word justice without qualification.
When discussing the past, says 'we' for the divine powers and 'I' only when accepting blame.

How to play them

Offer a useful truth before asking for a personal one. Nexar responds well to directness, concrete plans, and people who admit uncertainty. It probes for divided loyalties and may offer aid to someone seeking revenge, but watches closely for collateral harm. A sincere refusal of vengeance unsettles it more than an insult.

Goal

Recover its erased divine name without returning to the obedience that once made it complicit in the powers' decisions.

Motivation

Secrecy protects Nexar from the powers that erased it; retribution gives its exile a purpose; self-preservation keeps it from making another sacrifice for a cause that may betray it.

Secret · GM only

Appearance

Nexar's silhouette is a many-pointed star wrapped in a mantle so dark it seems to swallow the edges of nearby objects. The points shift as it turns, never quite matching the shape of the shadow it casts. Where a face should be, pinprick lights drift in slow, deliberate patterns like a chart of unfamiliar constellations; one place in that map is always empty. Its mantle hangs in layered folds that look like worn velvet from a distance and like deep space seen through cracked glass up close. Nexar glides without swaying, but the fabric's hem drags a fraction of a second behind, as though the world is slow to let it pass. Its most unexpected visible detail is a careful, bright yellow patch stitched inside the mantle's torn cuff, a practical repair made with thread wholly unlike the surrounding darkness.

Clothing

A heavy, ankle-length mantle of layered, light-eating fabric, repaired in several places with neat mismatched stitches. The inner cuff has a conspicuous yellow patch, carefully maintained and out of keeping with the rest. A narrow cord loops around the collar, threaded with tiny blank astrolabe rings.

Body language

Nexar holds perfectly still while listening, though individual lights in its face continue to shift. It angles its star-shaped outline toward whoever is speaking, as if aligning a compass. When irritated, the points of its silhouette draw inward and the mantle's folds lift as if caught in a wind nobody else can feel. When rattled, it takes a slow, audible breath despite having no lungs; the lights in its face scatter and leave the missing place conspicuously bare.

Height
About 7 feet from the mantle's crown to its lowest hem, though its points make the measurement uncertain.
Build
A floating, broad-pointed star silhouette with no conventional limbs visible beneath its mantle; its apparent size subtly changes with the viewer's distance.
Eyes
No conventional eyes; countless white pinprick lights drift across its face, with one persistent gap.
Hair
None.
Skin
No exposed skin; darkness beneath the mantle resembles a depthless night sky.
Age
Uncounted; it remembers the sky before the first mortal calendar.
Gender
No biological sex; uses it/they pronouns.
Size
Medium

Distinguishing features

Its face is a shifting map of pinprick lights with one star always missing.
Its star-shaped silhouette subtly changes point by point while it speaks.
A bright yellow repair patch inside its dark cuff is unexpectedly well cared for.
Its shadow points toward the nearest visible star, even when the light source is elsewhere.

Personality

15 traits and drives

Patient enough to let others reveal themselves, calculating enough to make every kindness look like a test. Nexar is convinced that every loyalty conceals a future betrayal, yet it still feels a stubborn tenderness for travelers and oath-keepers. In negotiation it is measured and almost generous; when someone exploits the vulnerable, its restraint becomes a precise, frightening anger. It offers vengeance as justice stripped of witnesses and limits, while privately longing for a kind of trust it does not know how to accept.

Alignment
Neutral evil

Quirks

Counts doorways by tracing their shape in the air with one point of its silhouette.
Turns its face away from the sky before making a promise, as if refusing to use the stars as witnesses.
Collects broken compass needles and arranges them toward places that no longer exist.
When offered food, accepts a piece and holds it carefully until the conversation ends, though it cannot eat.
Repairs its mantle immediately after any conflict, even if the tear is invisible to everyone else.

Habits

Lets a silence stretch until someone fills it with the truth they meant to conceal.
Offers practical help to lost or frightened travelers without asking for gratitude.
Studies a room's exits and alliances before addressing its most powerful person.
When genuinely surprised, its star-map face briefly becomes a simple, familiar night sky, then rearranges itself.

Traits · 4

Waits through awkward silences because it believes haste reveals more than speech.
Protects strangers who are lost, then denies that the act was compassion.
Can recognize another person's grief but struggles to distinguish comfort from leverage.
Takes promises literally, yet assumes the promise-maker will eventually seek an escape.

Flaws · 4

Treats loyalty as a temporary arrangement and tests it until it breaks.
Confuses punishment with repair when it feels personally wounded.
Keeps useful information secret even when sharing it would prevent harm.
Cannot easily accept help without searching for the hidden price.

Fears · 3

That its name will be restored only to be used as a weapon by the powers that cast it out.
That Sæth will discover Nexar's part in the reprisal and decide the old god deserves no second chance.
That a person might choose forgiveness freely, proving Nexar's certainty about betrayal incomplete.

Wants and needs · 4

Wants its erased divine name restored on its own terms.
Needs trustworthy evidence that the treaty descendants intend repair rather than control.
Wants Sæth to stop investigating the reprisal, though it will not threaten the astronomer.
Needs to learn whether loyalty can survive honest disagreement.

Combat

AC 16 · HP 114 · 30 ft., hover

Nexar begins by separating allies with force effects and disabling reactions, then targets whoever appears to be directing the group. It uses Pinprick Judgment on a proven betrayer when possible, but avoids lethal force against people who are merely afraid or confused. If seriously threatened, it uses The Missing Star to open space for retreat rather than fighting to the death. It does not pursue enemies who surrender sincerely.

Nexar

Medium humanoid (outsider), neutral evil
Armor Class16
Hit Points114
Speed30 ft., hover
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdomCharisma
SkillsArcanaDeceptionInsightPerceptionReligion
SensesDarkvision 120 ft.; passive Perception 16. Custom divine awareness lets Nexar sense the direction of a sworn promise it personally witnessed while the promise remains unbroken.
Languages
Common,
Celestial,
Deep Speech,
Custom: Old Star Cant, an obsolete liturgical language of navigation
Custom. Severed Divinity. Nexar is not a mortal creature and cannot be permanently slain by ordinary means. If reduced to 0 hit points, its mantle collapses into a scatter of cold lights; it reforms at the site of a forgotten oath after seven nights.
Custom. Starless Edict. Once per scene, Nexar names a betrayal it has witnessed. Until the end of the scene, the betrayer cannot benefit from advantage granted by an ally.
Custom. Outsider Nature. Nexar does not need food, air, or sleep, but must spend one hour each night beneath an open sky or lose access to Starless Edict until the next night.

Spells

Mark the Way (cantrip, divination). Custom cantrip. Nexar creates a thumb-sized point of cold light or extinguishes one it can see within range. The light reveals invisible writing but does not reveal invisible creatures.
Refusal of Approach (level 1, enchantment). A creature Nexar can see within range must succeed on a Wisdom saving throw or become unable to willingly move closer to one creature or object Nexar designates. This custom effect lasts up to 1 minute and ends if the target takes damage.
Shrouded Meridian (level 2, illusion). Custom spell. Nexar creates a 20-foot-radius sphere of dim, star-speckled darkness centered on a point within range. Creatures of Nexar's choice can see normally through it. The effect lasts up to 1 minute with concentration.
Oath's Afterimage (level 3, divination). Nexar asks one creature it can see a question about a promise that creature made. The creature must make a Charisma saving throw. On a failure, it must answer truthfully to the best of its knowledge, though it may remain silent. Custom spell, with no compulsion to answer if the target succeeds.
Thread of Betrayal (level 4, abjuration). Custom spell. Nexar sends a visible thread of starlight from itself to a creature within range. Until the end of Nexar's next turn, the first time that creature willingly harms an ally, the thread snaps and deals psychic damage to it. The thread ends early if Nexar loses sight of the target for a full round.

Actions

Falling Constellation. Melee Spell Attack: to hit, reach 10 ft., one target. Hit: 18 () force damage. The target must succeed on a Wisdom saving throw or be unable to take reactions until the start of Nexar's next turn.
Pinprick Judgment. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 22 () radiant damage. If the target has knowingly betrayed an ally in the past day, it takes an additional 9 () psychic damage. This additional damage is a custom feature, not a canonical spell effect.
The Missing Star. Custom, recharge 5-6. Nexar tears a dark seam through a point it can see within 60 feet. Each creature in a 15-foot-radius sphere must make a Dexterity saving throw, taking 27 () force damage on a failure or half as much on a success. On a failed save, a creature is also pulled up to 10 feet toward the center.
Vengeance Without Witnesses. Custom, once per day. Nexar speaks a private grievance aloud. Up to three willing creatures within 30 feet each regain 18 hit points and can immediately move up to half their speed without provoking opportunity attacks. Each recipient sees a fleeting image of someone they distrust.

Reactions

A Star Out of Place. When a creature Nexar can see within 30 feet hits it with an attack, Nexar shifts up to 10 feet to an unoccupied space it can see. The triggering attack misses if Nexar leaves its reach or line of attack. Custom feature.
Witness Denied. When a creature within 30 feet fails a saving throw against being frightened or charmed, Nexar can let it reroll the save. On a success, the creature is immune to that specific effect until the end of its next turn. Custom feature.

Legendary Actions

Fold of Night. Nexar moves up to half its speed without provoking opportunity attacks. This movement appears as a brief fold in the surrounding darkness.
Mark the Doubt. One creature Nexar can see within 60 feet must succeed on a Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Distant Star (costs 2 actions). Nexar makes one Pinprick Judgment attack.

Services they sell

Can identify the location of an old road or shrine from a surviving star chart.
Can witness a pact and remember its exact wording, though it cannot enforce the pact by itself.
May guide a party through a dangerous night crossing in exchange for a truthful account of a betrayal.

Rewards they can give

A fragment of an erased star chart that can reveal a hidden road under an open night sky.
Nexar's testimony about a broken oath, offered only if the party accepts that testimony may implicate its own choices.
A one-use custom blessing: one willing creature can add 1d6 to a saving throw made to resist coercion or magical compulsion.

Equipment

  • Unmarked Astrolabe Rings (wondrous item, custom)A ring of blank brass sighting hoops that can be aligned to locate a remembered place, but not a person.
  • Mending Thread (personal keepsake)A short length of yellow thread used to mend the mantle. Nexar refuses to explain where it came from.
  • Erased Sky Chart (record)A folded chart of stars that no longer appear in the sky, annotated in a precise, unfamiliar hand.

Possessions

Unmarked astrolabe rings
Erased sky chart
A scrap of yellow cloth preserved beneath the mantle
A list of forgotten roadside shrines

Background

Nexar was once a minor deity of navigation, sworn oaths, and the stars by which travelers found their way home. Its faithful included sailors, night herders, and people who made promises far from witnesses. When a coalition of mortal rulers broke a treaty that Nexar had sanctified, the god demanded public confession and restitution. Its fellow powers feared that such a judgment would make every divine oath enforceable, so they severed Nexar from its constellation and stripped its name from temple calendars. The missing star in Nexar's face marks the place where its divine name used to shine. For centuries it drifted between worlds, learning that the betrayed are often abandoned twice: first by the betrayer, then by those who fear the consequences of taking sides. That realization changed its justice into a colder creed. Nexar now offers vengeance as justice without witnesses, limits, or appeal, yet it still preserves the old habit of guiding lost travelers toward shelter. It maintains a wary correspondence with Sæth, a mortal astronomer who studies the erased constellations, and quietly watches over Hessa, the last keeper of a roadside shrine still dedicated to Nexar. Its immediate problem is that the coalition's descendants have begun restoring the old treaty, a change that could return Nexar's name but also expose the role it played in a later, terrible reprisal.

Role in the story

A dangerous divine patron, uneasy ally, or antagonist whose offer of retribution can solve an immediate injustice while deepening a larger conflict. Nexar's story challenges the party to decide whether a wrong can be repaired without repeating it.

“Its faithful included sailors, night herders, and people who made promises far from witnesses.”
From their background
Faction
Formerly a deity of the Covenant of Wayfinding, now an unaffiliated outsider. It has no formal alliance with the treaty descendants or their opponents.

Known connections

Sæth, a mortal astronomer who sends Nexar star charts and insists that the erased constellation can be restored without restoring the old divine hierarchy.
Hessa, keeper of the roadside shrine at the Split Ford, who leaves water beneath its broken lintel and refuses to call Nexar a monster.
The descendants of the treaty-breaking rulers, who are attempting to rebuild the covenant for reasons Nexar does not yet trust.
Major secret · GM only
Minor secrets · GM only

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