Meru
CinderDuck
- Created
- 2 years, 11 months ago
- Creator
- CinderDuck
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Profile
Meru
This is the beginning of your quote here...
... and the end here. Keep it short, but it can be pretty long.
STR
13
+1
DEX
16
+3
•CON
16
+3
INT
17
+3
WIS
9
-1
•CHA
18
+4
14
25
3
53
65
0
3/3
0
0
28
0
appearance
Moldy Banana
Meru is simic hybrid between a yellow tree python and an eladrin. This manifest in a mostly snake like appearence but with an added coat of fur that thickens and sheds depending on the time of year. During the summer, his fur barely shows only in small patches. In the winter, it covers most of their body and the scales and pattern aren't very visible.
backstory
Meru was created and raised by Ducha. They lived a rather comfy life. Ducha taught Meru many things including, how to fight, spells, and hobbies like cooking and sewing. Meru was secluded from the outside world having never really left the house. Most of everything he knows is from spending hours reading as much as he could. Over time, Ducha's health started to decline. Instead of taking care of Meru, it was the other way around. Meru took over most of the chores around the house, but ones outside were still handled by Ducha. Every once and awhile, when they needed supplies or other reasons he wouldn't tell Meru, he would go out. Most times he would come back a few hours later, sometimes he'd leave for days.
The more I write this the more I realize it's like Repunzel but without the shitty mom-
Present One day, he didn't come back. It had been around a month. He'd never been gone that long without warning. He was in a hurry the day he left, leaving behind stuff he normally would never forget. His staff/cane being the most concerning forgotten by the doorway. Meru waited hoping he'd come back, but the food ran out and he still hadn't returned. Fearing the worst, Meru took the staff, and left their home for the first time.
features & traits
Telepathic Speech
Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
Grappling Appendages (5th level)
You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
Psychic Defenses
At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Psionic Sorcery
Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Feats
Crusher
You are practiced in the art of crushing your enemies, granting you the following benefits: - Increase your Strength or Constitution by 1, to a maximum of 20. - Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. - When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
treasure
Staff of the Python There is a red crystal embeded in the head of the snake, this is what Meru focuses their spells through.
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
7
CHA
15
+7
level
0
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level
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level
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3
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4
1
level
5
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6
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level
7
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level
8
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level
9
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Bag
Ducha Father
Ducha has lived for many years, creating simic hybrids to fight in the war. He's trained them and sent them off, rarly hearing from them again. He's done many things he's not proud of. Now that he's getting up there in years, he decided to keep one simic hybrid as his child to raise. He's doing his best but he doesn't really have expirence raising children not soldiers, so how he raises Meru is a bit of both. He's doing his best
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