Skip to content

Cevur

Dragon-forged, a custom iron-scaled dragonkin lineage · Fighter 20, custom Dragon-forged Warden archetype · Level 20

Cevur

Caravan guard, hired breaker, and protector of quarry workers
AC19
HP285/285
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice comes from a broad chest and a throat roughened by furnace smoke, with a dry, gravelly edge and a slight metallic rasp on hard consonants. He projects without shouting, the way someone does when accustomed to being heard over hammers. His name, Cevur, sounds soft and rounded when he says it himself, a rare gentleness amid his blunt speech.

He speaks in compact, practical sentences, with a quarry worker's habit of calling measurements before opinions. His vocabulary is plain but not unkind; he often notices a tool's condition or a person's grip before he comments on their plans. When discussing his sister, his sentences become longer and less certain.

Speech patterns

Uses short, blunt sentences, then adds an unexpectedly precise detail about a person's craft or tools.
Calls people by their trade until they offer their names.
Asks questions about where a person learned their skill, not where they were born.
When he is nervous, explains the practical uses of nearby metal objects.

How to play them

Meet Cevur through a practical problem: a jammed gate, damaged wagon, or threatened worker. He responds better to direct requests than flattery. Respect his boundaries around his sister and offer useful information or honest work rather than pity. If the party treats workers fairly, he becomes a fierce ally; if they exploit the powerless, he will confront them even at personal cost.

Goal

Find Tazra, learn why she disappeared, and make sure no one is forced into the furnace clans' tribute system.

Motivation

He wants to turn the strength that once failed to save his sister into something that can protect people who have no power of their own.

Secret · GM only

Appearance

Cevur has the hard, hulking silhouette of a brawler built to knock down doors: broad shoulders, a thick neck, and long arms that hang almost to his knees. His charcoal-gray skin has the dull, pebbled texture of cooled slag, with tiny iron flakes embedded along his knuckles and forearms. A heavy mane of black hair is gathered into uneven iron rings, each ring scratched with a different tally mark. His eyes glow ember-red when he is hungry or angry, though he habitually keeps his jaw clenched as if trying to hide the light. He moves with a surprising, deliberate quiet for someone so large, planting each boot carefully and tilting his head to listen through floors and walls. His patched coat is fastened with dozens of tiny, lovingly polished bells, which he claims are for warning people before he enters. He smells distinctly of hot pennies, wet stone, and burnt cinnamon, and seems entirely unaware of it.

Clothing

A battered, soot-dark traveling coat with mismatched patches, oversized sleeves, and small polished bells sewn along the hem. Beneath it he wears layered leather and riveted scale plates, repaired with wire and strips of old harness. A single red wool scarf is carefully folded in his belt, much cleaner than anything else he owns.

Body language

He holds his shoulders forward as if bracing against a low ceiling, keeps his hands open around strangers, and turns his whole torso toward whoever is speaking. When he is deciding whether to trust someone, he watches their boots rather than their face.

Height
6 feet 8 inches
Build
Massive and broad, with a dense, heavy-limbed frame and the compact strength of a quarry worker.
Eyes
Ember red
Hair
Black
Skin
Charcoal gray, with a pebbled, cooled-slag texture and fine iron flecks
Age
Adult, 38 years old
Gender
Male
Size
Large

Distinguishing features

Pebbled, charcoal-gray skin with fine iron flecks visible across his knuckles and forearms.
Uneven black hair tied with scratched iron rings, each marked with a tally.
A coat hem sewn with tiny polished bells, an unexpectedly fussy detail for a notorious brawler.
His teeth have a metallic sheen, and he occasionally tests a coin with one bite.

Personality

13 traits and drives

Cevur is suspicious of authority but instinctively protective of anyone carrying a burden. He is rough and impatient when a decision is urgent, yet unexpectedly attentive to small comforts and the precise needs of a frightened person. In a fight he is blunt and frighteningly direct; afterward he is awkwardly gentle, often trying to mend what he broke. He resents being treated as a hero, but quietly keeps every thank-you note he receives.

Alignment
Chaotic good

Quirks

Bites coins, nails, and buckles to judge their metal, then apologizes to the owner if he leaves tooth marks.
Counts door hinges under his breath whenever he enters a building.
Ties tiny bells onto his coat and insists they are warnings, though he polishes them like heirlooms.
Keeps a scrap of iron in his cheek when thinking, shifting it from side to side like a sweet.
Leaves neatly stacked firewood outside the rooms of people he worries about, then denies knowing who put it there.

Habits

Checks the floor for hollow spaces before entering a crowded room.
Offers to carry heavy objects rather than accept thanks or sympathy.
When troubled, rubs one polished bell on his coat until it warms.
Makes a point of standing between children and anyone arguing loudly.

Traits · 3

He distrusts titles and formal promises, but remembers every practical kindness.
He uses intimidation to end a threat quickly, yet hates making frightened people feel small.
He is stubborn about carrying his own burdens and generous about carrying everyone else's.

Flaws · 3

Treats accepting help as a debt he must immediately repay.
Can mistake a threat to someone he loves for a problem that must be solved with force.
Keeps searching for Tazra even when evidence suggests she may not want to be found.

Fears · 3

That Tazra chose the magistrate's cause and will see Cevur as an enemy.
That his strength will make him into the same kind of tyrant he hates.
Being trapped underground again while others call for help.

Wants and needs · 4

Wants a clear answer about what Tazra chose.
Needs to accept that protecting someone does not mean deciding their life for them.
Wants the rescued miners to have safe work and fair pay.
Needs allies who will tell him when force is making a situation worse.

Combat

AC 19 · HP 285 · 40 ft., climb 40 ft.

Cevur tries to control the space around vulnerable allies, using Wingless Dragon's Rush to interrupt charges and his maul to knock dangerous foes off balance. He opens with Adamant Roar against clustered enemies, then focuses on anyone threatening a retreat or a prisoner. He avoids lethal blows against opponents who surrender, but becomes relentless when someone uses captives as shields.

Cevur

Large humanoid (dragon-forged, a custom iron-scaled dragonkin lineage), chaotic good
Armor Class19
Hit Points285
Speed40 ft., climb 40 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionWisdom
SkillsAthleticsPerceptionInsightIntimidationSurvival
SensesDarkvision 60 ft.; tremorsense 10 ft. while touching stone or metal; passive Perception 20
Languages
Common,
Draconic,
Dwarvish
Custom feature. Iron Dragon's Hide. Cevur has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and resistance to fire damage.
Custom feature. Iron Eater. Cevur can chew and digest worked metal. He can consume up to 10 pounds of metal during a short rest; doing so restores 10 hit points, once per long rest.
Custom feature. Dragon's Furnace. Once per turn when Cevur hits with a melee weapon attack, he can deal an additional 14 () fire damage.
Custom feature. Wingless Dragon's Rush. As a bonus action, Cevur can move up to 30 feet in a straight line without provoking opportunity attacks. Creatures he passes within 5 feet of must succeed on a Strength saving throw or be pushed 10 feet.
Custom feature. Adamant Roar. Once per short rest, Cevur exhales a 30-foot cone of shrapnel-hot breath. Creatures in the area make a Dexterity saving throw, taking 45 () piercing damage on a failure or half as much on a success.
Legendary Resistance (3/Day). If Cevur fails a saving throw, he can choose to succeed instead.
Custom feature. Grounded Sovereign. Cevur cannot fly, but he can climb stone and metal surfaces at his walking speed, including ceilings, without needing to make an ability check.

Actions

Multiattack. Cevur makes three attacks: two with his riveted maul and one with his bite.
Riveted Maul. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 22 () bludgeoning damage plus 14 () fire damage from Dragon's Furnace if used this turn.
Iron Dragon Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 20 () piercing damage plus 7 () fire damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be grappled (escape ).
Adamant Roar (Recharge 5–6). Cevur exhales furnace-hot shards in a 30-foot cone. Each creature in the area must make a Dexterity saving throw, taking 45 () piercing damage on a failure, or half as much on a success. Cevur cannot use this action again until he finishes a short or long rest.
Foundry Quake (Recharge 6). Cevur stamps the ground and sends a metallic shockwave through a 20-foot radius. Creatures of his choice in the area must make a Strength saving throw, taking 27 () thunder damage and falling prone on a failure, or taking half damage without falling prone on a success.

Reactions

Stand Between. When a creature Cevur can see hits an ally within 10 feet of him, Cevur moves up to 10 feet toward that ally and may reduce the damage by 18 (). He must be able to reach the ally.
Punishing Counter. When a creature within 10 feet misses Cevur with a melee attack, Cevur can make one Riveted Maul attack against it.

Legendary Actions

Heavy Step. Cevur moves up to half his speed without provoking opportunity attacks.
Bite. Cevur makes one Iron Dragon Bite attack.
Foundry Shove (costs 2 actions). Each creature of Cevur's choice within 10 feet must succeed on a Strength saving throw or be pushed 15 feet away and knocked prone.

Services they sell

Can guard a caravan or defend workers from a violent employer.
Can force open gates, shift rubble, and assess the structural weakness of stone or metalwork.
Can lead travelers through disused quarry tunnels, provided they do not exploit the workers who live there.

Rewards they can give

A safe route through the old quarry tunnels, known only to Cevur and the miners he rescued.
A forged iron charm that grants its bearer advantage on one Strength check, then crumbles.
Cevur's help in repairing a gate, wagon, or other metalwork without charge.

Equipment

  • Riveted Maul (weapon)A broad-headed maul made from a salvaged furnace ram, wrapped in leather where its hot grip would blister ordinary hands.
  • Quarry Harness (armor)Layered scale and leather armor, repaired repeatedly with wire and harness strips.
  • Worker's Kit (adventuring gear)A coil of chain, a whetstone, a small hammer, and a pouch of iron filings.
  • Tazra's Scarf (keepsake)A clean red wool scarf that belonged to his sister.

Possessions

Riveted maul
Quarry harness armor
Tazra's red wool scarf
A bundle of letters from the rescued miners
A tin of cinnamon dust he adds to bitter tea

Background

Cevur was born among the furnace clans beneath Mount Keth, where children of the iron-scaled dragons learned to sort ore by taste and settle arguments with wrestling. He left home after his older sister, Tazra, was chosen as tribute to the dragon magistrate Uskan. Cevur fought the guards, lost, and was chained in the quarries as punishment. During a cave-in, he heard the trapped miners tapping in a rhythm his clan used to signal for help. He dug through three days of rubble with bare hands, then carried the survivors out one by one. That rescue changed him: strength, he decided, was not proof of authority but a promise to make a way through. He now works as a hired breaker and caravan guard, saving coin and favors to find Tazra, who vanished after the tribute procession. His closest ally is Sesh, a sharp-tongued human wheelwright who repairs his armor and refuses to let him pay in stolen metal. Uskan's agents have recently begun searching the trade roads, and Cevur suspects Tazra may have become the magistrate's willing accomplice rather than his prisoner.

Role in the story

A formidable ally whose personal search can draw the party into a conflict between a dragon magistrate and the people he claims to protect. Cevur may become a rival if the party threatens Tazra or sides with the magistrate without learning the full story.

“He left home after his older sister, Tazra, was chosen as tribute to the dragon magistrate Uskan.”
From their background
Faction
Formerly of the Mount Keth furnace clans; currently an independent caravan guard and occasional hired breaker.

Known connections

Tazra, his older sister, whose disappearance drives his search.
Sesh, a human wheelwright who maintains his gear and calls him out when he starts treating every problem as a fight.
Uskan, an iron-scaled dragon magistrate who claims Cevur's clan owes him a debt.
The miners Cevur rescued, several of whom send him letters and small pieces of scrap as tokens of gratitude.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Cevur into a sheet

A high-res, share-ready sheet you can post or print.