Tar'uum L'grada Whitecrest
Veteran Tar'uum l'grada L'grada Whitecrest (a.k.a. "Tar'Tar")
Physical Description
General Physical Condition
Largely built, tons of muscle, almost no dexterity.
Body Features
White scales with the occasional blue marking are found covering his entire body
Facial Features
Unless smiling, which isn't uncommon for him, his natural face tends to be a bit intimidating, or hostile looking. A few stray teeth usually are seen peeking from his lower jaw,
Identifying Characteristics
Multiple large scars on abdomen, a few on the sides of his head.
Special abilities
Breath Weapon: you can use your action to exhale destructive energy
Dragon Fear: When angered, you can radiate menace.
Specialized Equipment
Voeserelia, The Frigid Zeal
Item Stats
The Finisher Spike
Item Stats
Ironfrost Bulwark
Item Stats
Shining Sword Series: Light's Bulwark
+2 Corrupted Plate Armor - Minor Legendary (8,700gp [4100gp, 41 days to upgrade]) – Attunement: Paladin of Glory
Worthy 1
Voeserelia once belonged to an Inquisitor of Glory, who crusaded specifically against the return of the Elven Empire and all those who would pursue such. Though he was eventually killed by being frozen in the Astral Sea, his zeal and will lingered beyond death, and was trapped in the armor, to aid all those who would pursue his crusade once again. Icy mist rolls down Voeserelia’s silhouette, and is always cold to the touch, a grim reminder of the Inquisitor’s fate, and yet within lies the spirit of an altruistic soul that radiates from inside, a warmth to her allies even with the corrupted cold.
While Voeserelia is worn, your Constitution and Charisma are increased by 2, to a maximum equal to your ability score cap, respectively. Additionally, you gain the following benefits:
- Chilling Corruption. When your current hit points are at 20 or less, you deal 3 cold damage to all other creatures within 5 feet of you at the start and end of each of your turns. This damage does not trigger any other effects that occur off of you dealing cold damage.
- Healing Pulse. Whenever you use your action for any reason, you and allies within 15 feet of you gain 2d4 temporary hit points that last until the start of your next turn. Temporary hit points gained from this ability stack with other sources of temporary hit points.
- Unbreakable Will. Even when all hope is lost, the warmth fighting even through the armor’s chilling corruption will not let you give in to defeat. While you are below half your hit point maximum, you have advantage on Wisdom saving throws. While you are at 1 hit point, the benefits of your Aura of Protection are doubled for yourself.
- Undying Zeal. You have advantage on death saving throws, and your Aura of Protection functions for allies even while you are unconscious.
- Frozen Fury. As a bonus action, ice rimes your body for 1 minute. For the duration, your melee weapon attacks deal an extra 1d6 cold damage. Additionally, when a creature damages you with a melee attack you can use your reaction to deal cold damage equal to 2d4 + your Constitution modifier to that creature. Creatures who take cold damage from this ability must make a DC 15 Constitution saving throw or have their speed reduced by 10 feet until the end of their next turn. This effect stacks. Creatures that are resistant or immune to cold damage automatically succeed on the saving throw. Once you use this ability, you cannot do so again until you finish a short or long rest.
- Selfless Sacrifice. When an ally you can see within 5 feet of you would be the target of an attack by a hostile creature you can also see, you can use your reaction to make yourself the target of the attack. If you do so, the attack automatically hits you. You must choose to use this ability before the roll is made. This ability has three uses, with all uses refreshing on a long rest.
- Defy Oppression. You can use an action to give yourself the ability to discern the health of creatures you can see within 30 feet for 1 minute. You are able to perceive a creature's current and maximum hit points, and what types, if any, of poison or disease afflicting them. During this time, when an ally you can see within 30 feet would be attacked by an enemy with more current hit points than them, you can use a reaction to magically teleport this armor's wearer between them. This forces the target of the attack to change to the armor's wearer, and if the ally and enemy are within 5 feet of each other, you can choose for either one to be harmlessly pushed away from you to the nearest safe, unoccupied space. This ability can be used once before finishing a long rest.
- Mend All Wounds. Voeserelia has a pool of 30 hit points, which can be expended as an action 5 hit points at a time to restore the same number of hit points to all allies within 30 feet of you. When you restore hit points to an ally as an action, you can use a bonus action to expend 10 hit points from the pool instead. The pool regains all hit points when you finish a long rest.
2 War Pick - Attunement - Worthy 3
Icewalking - You ignore the negative effects of icy terrain
Absolute Frost - This weapon deals an additional 2d6 Cold Damage, which bypasses resistance and immunity
Shatter
As a action you may crash this weapon to the ground and cover the ground within 20ft radius of you in a sheen of ice. The ice is considered difficult terrain.
At the start of your next turn you may shatter the ice. Every enemy creature on the ice must make a DC 18 Constitution saving throw or take 2d10 points of cold damage and reduce their maximum hit points by the same amount until they finish a long rest. On success they take half as much damage and their maximum hit points are not reduced. You may only use this ability once per day or until you score a critical hit against an enemy creature with this weapon.
FINISHER SPIKE
When you defeat an enemy, you gain one layer of frost on Finisher Spike. When you have three layers of Frost, you may use FINISHER SPIKE. Stacks of Frost are lost after completing a short or long rest.
At the start of your turn while in contact with the ground you leap into the air 60ft. You remain suspended in the air for this until the start of your next turn. During this time you cannot take actions or move as you conjure an enormous ice spike onto your weapon.
At the start of your next turn you can drop down on a single enemy within 20ft of the square directly below you. You hit that creature with a single attack that is an automatic critical hit. If the creature survives the critical hit, they are encased in a prison of ice. The ice has 100 hitpoints, AC of 10, resistance to piercing and slashing damage, and vulnerability to fire. As an action the Ice can be broken with a DC 20 Strength Check. The target is considered petrified, and any damage it would suffer is inflicted on the ice.
+2 Shield
Whenever you would be attacked by an enemy in melee, that enemy takes 1d6 cold damage.
You are immune to cold damage and whenever you would normally take cold damage from an attack applied with an attack roll. You may make a dexterity saving throw. If you succeed the spells saving throw or a DC 15, whichever is higher or available. You reflect the attack back on the aggressor. This takes a reaction to activate.
Mental characteristics
Gender Identity
Male
Sexuality
Mostly straight
Education
General Daborakian Education, Watch Wall training, Paladin.
Failures & Embarrassments
Show Spoiler
Has caused the deaths of many including some family members, and forever remembers those that he has failed.
Intellectual Characteristics
Appreciates thought provoking ideas, or questions.
Always open to discussion
Morality & Philosophy
Willing to trust anyone, but once that trust is broken, it's hard to gain back.
Everyone deserves to be met with an open mind, for you don't know where they come from.
Stories have multiple sides, listen to each before jumping to defend or attack.
Kindness is free, so share it with all.
Personality Characteristics
Motivation
To have an impact on the lives of others, through protection, charity, and kindness.
Virtues & Personality perks
Patient, trusting, strong willed, confident
Vices & Personality flaws
Over trusting, hard to build trust once broken. Beliefs are solid, almost to an ignorant level.
Personality Quirks
Twitches when angry
Hygiene
He maintains polished armor, and bathes often. Hygiene is just as important as everything else, you must take care of yourself before you can help others.
Social
Family Ties
Married to Baeshra, a red lizardfolk. They have 3 kids. 1 daughter, 2 sons. Miirik being the eldest, his daughter. And Gix and Nugri are the boys.
Religious Views
Strong belief, and fully believes in his ideals. Strong in faith, and believes those who set out to do good in life, shall be met with good in the afterlife.
Social Aptitude
Charismatic and strong minded, carries himself with confidence, though doesn't demand the spotlight. Occasionally says stupid things, however is prone to thought provoking conversation. Sometimes accidentally oversteps boundaries due to curiosity
Hobbies & Pets
Apollo, his Celestial warhorse. He tends to go for a horseback ride when he needs to clear his mind, it being his favorite hobby.
Paladin of Glory, Officer of the Watch Wall. Large white Dragonborn almost always in armor does his best to do good to those around him.
View Character Profile
Alignment
Lawful Good
Honorary & Occupational Titles
Veteran
Age
28
Birthplace
Daborak
Children
Current Residence
Watch Wall, Orde
Gender
Male
Eyes
Ice blue
Hair
None
Skin Tone/Pigmentation
White Scales
Height
7'
Weight
280 lbs
please someone help this sheet its dying