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Etxe

Revenant skeleton (custom undead lineage) · Bard, College of Spirits · Level 20

Etxe

Traveling musician, guide, and keeper of flood-dead names
AC17
HP144/144
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, airy rasp produced by a jaw that no longer has lips to soften consonants. His consonants carry the clipped projection of a former ferry caller; his vowels loosen into a storyteller's cadence when he relaxes. Laughter starts as a click of teeth and ends in a warm, breathless rattle.

His words have a dry, airy rasp, shaped by a jaw that no longer has lips to soften consonants. He clips the ends of practical instructions like a ferryman calling over wind, but lets vowels stretch when he is telling a story. When amused, his teeth click together before the laugh arrives.

Speech patterns

Begins difficult conversations with an ordinary practical question, such as whether anyone has eaten.
Uses precise names and dates when recounting the dead, but avoids grand speeches about them.
Makes jokes at his own expense, then turns unexpectedly direct when someone is being bullied.
Describes danger through sound: a door has a bad note, a promise is out of tune.

How to play them

Offer a practical kindness first, such as directions, a place by the fire, or a tune to settle nerves. He asks what people are trying to protect, not what they are willing to pay. If treated with suspicion, he respects it and offers verifiable details rather than pressing for trust.

Goal

Find and seal the opening beneath Kest's old mill before the flood-dead begin calling the living into the river.

Motivation

He believes remembrance is a duty, but increasingly wonders whether the dead deserve peace more than the living deserve answers.

Secret · GM only

Appearance

Etxe is a towering, narrow skeleton whose joints click like loose tuning pegs when he walks. His ivory bones have a warm amber sheen from years of oil and careful polishing, and a narrow black ribbon is tied around his jaw as if it were a gentleman's cravat. He moves with a jaunty, forward-tilting stride, then stops so abruptly that his coat keeps swaying after him. The bones of his fingers are long and clean, but he wears a tiny child's knitted mitten on one thumb, darning it whenever it snags.

Clothing

A plum-colored frock coat too broad at the shoulders, repeatedly let out and taken in with mismatched thread; a cream waistcoat, a faded blue sash, and scuffed boots packed with folded cloth so they stay on his feet. His over-cared-for item is a tiny knitted mitten tied around his left thumb.

Body language

He tilts his skull toward whoever is speaking, as if trying to catch a note under their words. His long fingers conduct even when empty. When uneasy, he turns his whole body toward the nearest exit without breaking eye contact.

Height
6 feet 8 inches
Build
Exceptionally tall and reed-thin, with long limbs and a loose, springy gait
Eyes
Dark glass-brown, with tiny reflections that catch like candle flames
Hair
None
Skin
Aged ivory bone with amber polish in the grooves
Age
About 173 years since his first breath; his body has been skeletal for 61 years
Gender
Male
Size
Medium

Distinguishing features

A tiny child's mitten is tied around his left thumb and carefully mended with bright green thread.
His coat's cuffs are repaired in several fabrics, each patch cut to match a different season.
A silver tuning fork hangs from his collar and trembles when he casts a spell.

Personality

12 traits and drives

Etxe is exuberant when a room is frightened and solemn when a room expects solemnity. He jokes freely about his own condition, yet becomes fiercely protective when others are mocked. He is patient with the confused and impatient with the comfortable, though he privately envies people who can simply go home.

Alignment
Chaotic good

Quirks

Taps a rhythm against his thigh whenever he counts, even when counting coins or steps.
Apologizes to doors before opening them, then thanks them if they do not creak.
Keeps a folded cloth in one boot and uses it to polish muddy footprints off floors.
Offers the first bite of any meal to an empty chair, claiming it is good manners to include the missing.
Gives his violin a small nod before beginning any difficult conversation.

Habits

Counts a room's exits by tapping a silent rhythm against his thigh.
Introduces himself to animals before addressing their owners.
When worried, checks the child's mitten and tucks its loose thread under the cuff.
After a performance, stays behind to stack chairs and return borrowed cups.

Traits · 3

Turns awkward silences into invitations to share food or stories.
Remembers small kindnesses with unnerving accuracy.
Can be theatrical in public and stubbornly plainspoken in private.

Flaws · 3

Treats every grieving stranger as someone he must personally save.
Hides fear behind jokes until a situation has become dangerous.
Cannot leave a song unfinished, even when silence would be wiser.

Fears · 3

That the dead whose names he collected will return without their memories.
That Tinka will die believing he has forgotten her.
Being unable to reach someone in time because he stopped to help someone else.

Wants and needs · 3

Wants the names of the flood-dead preserved accurately.
Needs to learn whether the undercroft can be sealed without destroying what remains of the dead.
Wants Tinka to stop risking herself to investigate the mill.

Combat

AC 17 · HP 144 · 30 ft.

He opens with control or confusion, using hypnotic pattern or forcecage to divide opponents, then protects allies with counterspell and healing word. He uses greater invisibility or dimension door to escape pinning, and reserves his 9th-level slot for foresight or mass healing word when the battle turns. He prefers to incapacitate, disarm, or redirect enemies rather than destroy them.

Etxe

Medium humanoid (revenant skeleton (custom undead lineage)), chaotic good
Armor Class17
Hit Points144
Speed30 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityCharisma
SkillsPerformancePersuasionHistoryInsightAcrobaticsPerception
SensesDarkvision 60 ft.
Languages
Common,
Elvish,
Dwarvish,
Halfling
Undead Nature (custom): Etxe does not need to eat, drink, breathe, or sleep. He must still rest to regain spell slots.
Bardic Inspiration (d12, 5 uses): As a bonus action, he gives an ally within 60 feet a d12 to add to one ability check, attack roll, or saving throw within 10 minutes.
Jack of All Trades. He adds half his proficiency bonus to ability checks that do not already include it.
Song of Rest (d12): Allies who spend Hit Dice during a short rest regain an extra d12 hit points.
Countercharm. As an action, he and friendly creatures within 30 feet gain advantage on saving throws against being frightened or charmed until the end of his next turn.
Magical Secrets. His spell selection includes magic learned from other traditions.
Custom trait, Bone-Deep Resonance. Etxe's instrument can be heard clearly through ordinary walls and doors, but not magical silence.

Spells

Dissonant Whispers (level 1, enchantment). A sharp psychic phrase deals psychic damage on a failed Wisdom save and forces the target to move away.
Cure Wounds (level 1, evocation). A creature's wounds close as it regains + spellcasting ability modifier hit points.
Minor Illusion (level 1, illusion). Creates an illusory sound or image within range.
Tasha's Hideous Laughter (level 1, enchantment). A creature that fails a Wisdom save is charmed and distracted, suffering disadvantage on its next attack before the spell ends.
Counterspell (level 3, abjuration). Etxe interrupts a creature casting a spell; the spell may fail depending on its level and the ability check.
Hypnotic Pattern (level 3, illusion). Creates a pattern of shifting colors that can charm and incapacitate creatures who fail a Wisdom save.
Greater Invisibility (level 4, illusion). Etxe becomes invisible and gains advantage on attacks while attackers have disadvantage against him.
Forcecage (level 7, evocation). Creates a magical cage that traps creatures or prevents passage through its area.
Foresight (level 9, divination). Grants a willing creature extraordinary foresight for 8 hours, giving it advantage on attack rolls, ability checks, and saving throws while attackers have disadvantage against it.
Teleport (level 7, conjuration). Etxe teleports himself and willing companions to a familiar location.
Mass Heal (level 9, evocation). A wave of healing energy restores up to 700 hit points divided among any number of creatures Etxe can see within range.

Actions

Rapier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage, or if wielded in two hands. Etxe can use Dexterity for the attack and damage rolls.
Eldritch Blast. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: force damage. Etxe plucks a note that arrives as a visible ripple in the air.
Dissonant Refrain (custom). Etxe plays a cutting phrase at one creature within 60 feet that can hear him. The target must make a Wisdom saving throw or take psychic damage and have disadvantage on its next attack roll before the end of Etxe's next turn. On a successful save, it takes half damage and suffers no disadvantage.
Spellcasting. Etxe uses his action to cast a spell of 1st through 9th level, spending a spell slot as normal. His spell save DC is 20 and his spell attack bonus is +12.

Reactions

Cutting Words. When Etxe or a creature he can see within 60 feet is hit by an attack, he subtracts from the attack roll, potentially causing it to miss. He can do this after the roll but before damage is dealt.
Counterspell. When Etxe sees a creature casting a spell within 60 feet, he casts counterspell using a spell slot as normal.

Legendary Actions

Skittering Measure. Etxe moves up to half his speed without provoking opportunity attacks.
Bent Note. One creature Etxe can see within 60 feet must succeed on a Wisdom saving throw or take psychic damage.
Borrowed Cadence (costs 2 actions). Etxe casts a cantrip or uses Bardic Inspiration.

Services they sell

Can perform, tell local histories, and identify old ferry routes.
Can guide travelers through the high lake roads.
Can use his magic to heal, protect, or investigate supernatural disturbances.

Rewards they can give

A safe route across the high lake roads, including ferry contacts.
A hand-copied list of flood-dead names that may reveal a family connection or local secret.
A private performance that grants one willing listener advantage on their next saving throw against being frightened within 24 hours.

Equipment

  • Rapier (weapon)A finely balanced dueling blade with a basket hilt wrapped in worn blue cord.
  • Floodwood violin (spellcasting focus)A compact, travel-worn violin whose bridge is carved from driftwood recovered after the flood.
  • Tuning fork (keepsake)A small silver fork he strikes against a tooth before tuning his instrument.
  • Traveler's clothes (clothing)A patched traveling coat, boots, and a child's mitten maintained with improbable care.

Possessions

Floodwood violin
Silver tuning fork
Child's knitted mitten
Letters from Tinka
A hand-copied list of names lost in the Kest flood

Background

Etxe was once a traveling bone-carver's son who learned music from the ferry crews on the high lake roads. He became a celebrated wedding fiddler, partly because he remembered every guest's name and partly because he could make even a bitter family dance together. During the winter famine at Kest, a floodgate failed while the town's wealthy millers argued over whose grain should be saved. Etxe played on the mill roof to guide people through the rising fog, then drowned while holding a rope for the last children to cross. A wandering spirit-bard found his body days later and returned him to motion, but not to life. Etxe kept the mitten one rescued child had pressed into his hand. That child, now the aging midwife Tinka, still sends him letters he pretends not to treasure. He has spent decades collecting the names of those lost in the flood, but lately the river has begun giving those names back in the voices of the dead. He suspects the old mill's sealed undercroft is opening again.

Role in the story

A powerful ally whose investigation can lead the party to a haunted mill, a buried disaster, and a moral choice about whether the dead should be allowed to speak.

“During the winter famine at Kest, a floodgate failed while the town's wealthy millers argued over whose grain should be saved.”
From their background
Faction
Formerly played for the ferry families of the high lake roads; currently unaffiliated

Known connections

Tinka, the elderly midwife who was one of the children he helped save, writes him letters about the town's newest births.
Kest's millwrights still preserve a tune he played on the flood night, though they do not know who first taught it to them.
A young ferryman named Garo carries Etxe's letters between settlements and wants him to stop investigating the undercroft alone.
Major secret · GM only
Minor secrets · GM only

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