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Severin Silrajin

Severin is a visionary who brought the Cult of the Dragon new life and new ambitions of dragon domination, but he’s young and prone to underestimate his enemies... or fail to see enemies posing as friends.   Severin is the young, visionary leader of the Cult of the Dragon and the steward of the Red Dragon Mask. When he was a young cult member, he decided that if he really wanted to know the nature of dragons, he must find one and talk to it. He doesn’t believe that raising dead dragons teaches the cult enough about draconic nature. He sought out a red dragon and managed to make a connection with it—a connection that continues. The dragon saw something interesting about the young man and decided to let him live. For Severin’s efforts, Tiamat gifted him with a “grain of sand,” a scrap of knowledge about the existence of the ancient dragon masks. Lesser men might have done nothing with the knowledge, but Severin has been relentless in tracking down the masks. It has taken years to find them all.   Finding the masks shifts the power dynamic in the cult. Each time a new mask is found, Severin gives it to a key figure or ally - talented people that can help ensure his leadership. While there are still cult members who refuse to follow Severin or buy into his ideology, by this point most of the cult has switched its focus from raising dracoliches to raising Tiamat and creating a dragon civilization.    

Severin Silrajin CR: 11 (7,200 XP)

Medium humanoid (human), neutral evil
Armor Class: 16
Hit Points: 150 (20d8 + 60)
Speed: 30 ft

STR

10 +0

DEX

13 +1

CON

16 +3

INT

17 +3

WIS

12 +1

CHA

20 +5

Saving Throws: Dex +5, Wis +5
Skills: Arcana +7, Religion +7
Damage Resistances: Acid, Cold, Lightning, Poison, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Fire
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 feet, Passive Perception 11
Languages: Common, Draconic, Infernal
Challenge Rating: 11 (7,200 XP)

Special Equipment. Severin wears the Mask of the Dragon Queen.   Draconic Majesty. Severin adds his Charisma bonus to his AC (included).   Ignite Enemy. If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 1d10 fire damage. A creature within reach of the fire can use an action to extinguish it.   Legendary Resistance (5/Day). While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.

Actions

Burning Touch. Melee Spell Attack: +5 to hit, reach 5 feet, one target. Hit: 4d8 fire damage.   Flaming Orb. Ranged Spell Attack: +5 to hit, range 90 feet, one target. Hit: 9d8 fire damage.   Scorching Burst. Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

While Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Severin regains spent legendary actions at the start of his turn.   Attack. Severin makes one attack.   Fiery Teleport (Costs 2 Actions). Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 1d10 fire damage.   Hellish Chains (Costs 3 Actions). Severin targets one creature he can see within 30 feet o f him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 6d6 fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.

Alignment
Neutral Evil
Species
Ethnicity
Children
Gender
Male

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