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Madar Skygrove

Relationships

Ruin

Bond (Important)

Towards Madar Skygrove

-5
-5

Frank


Madar Skygrove

Bond (Vital)

Towards Ruin

-2
0

Honest


Zilvra T'ysrr

Adoptive Daughter (Vital)

Towards Madar Skygrove

5
5

Honest


Madar Skygrove

Adoptive Father (Important)

Towards Zilvra T'ysrr

2
5

Dishonest


History

Madar found Zilvra in the clutches of Ruin, a slave to the ancient black dragon. When he bound the dragon to his will, he freed Zilvra, and she has felt forever indebted to him for that. Realizing this, Madar took the girl under his wing, and finished raising her to adulthood, then sent her off to conquer the city of Azar for him. She continues to look up to him, and does her best to cast her doubts aside for him, which he quietly encourages.

Alignment
Lawful Evil
Current Location
Species
Currently Held Titles
Previously Held Ranks & Titles
Date of Birth
7/9
Year of Birth
1036 ATF 147 Years old
Spouses
Siblings
Children
Pronouns
He/Him
Eyes
Brown, sad
Hair
Brown, military crop
Skin Tone/Pigmentation
White
Aligned Organization
Ruled Locations

Madar Skygrove

Medium Human, Cleric (Order Domain), Lawful Evil

Armor Class 20 (Plate and Shield)
Hit Points 247 33d8+99
Speed: 30 ft

STR

18
( +4 )

DEX

12
( +1 )

CON

16
( +3 )

INT

17
( +3 )

WIS

21
( +5 )

CHA

22
( +6 )

Saving Throws WIS +12, CHA +13
Skills Religion +10, History +10, Persuasion +13, Insight +12
Damage Resistances non-magical bludgeoning, non-magical piercing, non-magical slashing
Condition Immunities frightened, charmed
Senses Passive Perception 15
Languages Common, Draconic
Challenge Rating 21
Proficiency Bonus +7

Ideals

The world desires order, and I will bring it about through any means neccessary

Bonds

Zilvra is like a daughter to me

Flaws

I believe I am the only one capable and willing enough to do what is neccessary

Spellcasting. Madar Skygrove is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). Madar Skygrove has the following Cleric spells prepared:
Cantrips (at will): Toll the Dead, Spare the Dying, Sacred Flame, Resistance, Light
1st level (4 slots): Detect Magic, Inflict Wounds, Sanctuary, Command, Heroism, Bless
2nd level (3 slots): Silence, Zone of Truth, Protection from Poison, Hold Person
3rd level (3 slots): Revivify, Speak with Dead, Spirit Guardians, Dispel Magic, Mass Healing Word, Slow
4th level (3 slots): Locate Creature, Banishment, Freedom of Movement, Divination, Compulsion, Stone Shape
5th level (3 slots): Dispel Evil and Good, Flame Strike, Geas, Planar Binding, Commune, Dominate Person
6th level (2 slots): Blade Barrier, Harm
7th level (2 slots): Resurrection, Fire Storm
8th level (1 slot): Antimagic Field, Holy Aura
9th level (1 slot): Mass Heal


Embodiment of the Law (5/Day). If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
Legendary Resistance (3/Day). If the Madar Skygrove fails a saving throw, it can choose to succeed instead.
Voice of Authority. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can attack.

Actions

Multiattack. Madar Skygrove makes two Morningstar attacks.
Morningstar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage plus 9 2d8 psychic damage. The next time one of your allies hits the target with an attack, the target takes an additional 2d8 psychic damage.
Compel Dragon. One Dragon, Dragonborn, or Kobold must make a basic attack with the target of Madar's choosing.
Turn Undead (1/Day). Each undead that can see or hear Madar must make a DC 20 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Madar as possible, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Order's Demand (1/Day).
Each creature of your choice within 30 feet that can see or hear you must succeed on a DC 20 Wisdom saving throw, or be charmed by you until the end of your next turn, or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding on a failed saving throw.

Legendary Actions

Madar Skygrove 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. Madar Skygrove regains spent legendary actions at the start of its turn.
Morningstar. Madar Skygrove makes a Morningstar attack.
Compel Dragon. Madar Skygrove uses the Compel Dragon action.
Cast a Spell (Costs 2 Actions). Madar casts one of his prepared spells.
Order's Demand (Costs 3 Actions). Madar immediately recharges Order's Demand.

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