Iredane Surehorn

xenonentity

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Created
2 years, 10 months ago
Creator
xenonentity
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Iredane Surehorn
Warden
Class
Folk Hero
Background
5
Level

Half-Minotaur
Race
Neutral Good
Alignment
6500
Exp. Points
 Proficiency Bonus  +3 
 Passive Wisdom  +3 
Strength

+4
18

athletics +7
Dexterity

+2
14

acrobatics +2
sleight of hand +2
stealth +2
Constitution

+3
17

Intelligence

+1
13

arcana +1
history +1
investigation +1
nature +4
religion +1
Wisdom

+3
17

animal handling +6
insight +3
medicine +3
perception +3
survival +6
Charisma

-1
9

deception -1
intimidation +2
performance -1
persuasion -1
Other Proficiencies

Languages
  • Common
  • Minotaur
  • Gnomish
Weapons
  • Simple weapons
  • Martial weapons
Armor
  • Light armor
  • Medium armor
Other
Carpenters' Tools

Proficiency with tools used for carpentry and woodworking.

Other

N/A

HP

52
Temp HP

52
Hit Dice

1d10
Armor Class

18
Speed

30 ft
Initiative

+2
Attacks & Spellcasting

Shillelagh 1d10+1d6+10 Bludgeoning
Horns  1d6+7 Piercing
Handax 1d6+4 Slashing
Warhammer 1d8(1d10)+7 Bludgeoning
Spear 1d6(1d8)+4 Piercing

Charge
If you move at least 20 feet in a straight line towards a target and make an attack with your Horns on the same turn, the target takes an extra 1d6 piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet away and be knocked prone. The DC for the save is 8 + your Strength modifier + your proficiency bonus.
Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Inventory

Weapons
  • Ent Heart Shillelagh
  • Handaxe
  • Warhammer
  • Spear
Armor & Clothing
  • Enhanced Leather Armor
  • Horn Caps
  • Shield
  • Common Clothes
Food & Aid
  • Potion of Healing
  • Rations
  • Bóhtarr Cheese Wheel
  • Mess Kit
Misc
  • Carpenter's Tools
Treasures
Charlatan's Die

Whenever you roll this six-sided die, you can control which number it rolls.

Other

N/A

Currency

1
CP
0
SP
0
EP
113
GP
0
PP
Personality Traits

Generally quiet by nature, Iredane is a cow of few words. Despite her intimidating exterior and mediocre people skills, she's a deeply kind soul, and one that values friendships dearly. She is generally level-headed, but can be pushed to anger fairly quickly when her personhood or values are threatened.

Ideals

Selfless and dutiful, Iredane has a strong moral compass and steadfast ideals which drive her in all of her actions. She considers herself a protector, and while this is most evident towards her friends and family, she will not hesitate to step in to defend a stranger, even if it will put herself at risk. She is as stubborn as she is loyal, and will follow through with a commitment regardless of the difficulty, often even against her own best judgment. She can be quick to judge others based on her ideals, but she judges herself even more harshly.

Bonds

Iredane does not forge bonds lightly, but those she does form are virtually unbreakable. She has a strong sense of duty to her village and family, and will do anything to help them. She trusts in the natural world to sustain her, and thus thinks poorly of those who mistreat or abuse nature's gifts. She will defend the weak or oppressed without hesitation, especially other beastfolk. Her party is her herd, and she will defend them until the end.

Flaws

Extremely mediocre people skills; blunt and easily misconstrued. Often quick to pass judgment. Very stubborn, even to her own detriment. Holds herself to nearly impossible standards, has a guilt complex.

Features & Traits

Stoneheart Defender (Subclass)
You heard the steadfast, unyielding call from the mountains, which dwarves and gnomes have felt for generations. The stones called to you, beckoning for a protector to defend the mountains from those that would despoil them, both from within and without. You might be a watchman or a sentinel, patrolling the lookouts of high mountain peaks, but regardless of where you stand, you are unmovable - a mountain in the shape of a minotaur. You draw your power from the earth beneath your feet and can crush your enemies with the strength of stone.
Warden's Grasp
At 1st level, as a bonus action, you can use the force of your daunting presence to ensnare nearby enemies into combat. Until the beginning of your next turn, you can’t move, and each Large or smaller creature you choose within 5 feet can’t willingly move away from you unless it first takes the Disengage action. At 14th level, the range of this ability increases to 10 feet.

From Stoneheart Defender: Rocky roots sprout from your feet when you use this ability, anchoring you firmly. Until the beginning of your next turn, you get +2 to AC. Until you move, you can't be shoved or pushed unless you choose to be. You have advantage on STR saves vs. being knocked down, cannot slip or fall from ledges, and are immune to the spell fly, levitate, and telekinesis.
Warden's Mark
At 2nd level, you can use your bonus action to mark a creature you can see within 30 feet. While a marked creature is within 5 feet of you, it has disadvantage on any attack roll that doesn't target you.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a weapon or shield.
Labyrinthine Recall
You have advantage on making Intelligence checks to recall any path you have previously traveled.
Tireless
You don't suffer the effects of the first level of Exhaustion. Exhaustion affects you normally while you have two or more levels of it.
Warden's Resolve
When your HP is at or below 1/2 of max, you have resistance to bludgeoning, piercing, and slashing damage.
Font of Life
By 4th level, you can use your action to end either one disease or one condition afflicting you. The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned. You can use this action even if the condition you end would otherwise prevent it. Once you use this ability, you must finish a short or long rest before you can use it again.

At 15th level, once per day when you use this ability, your hit points are also restored to half your maximum, if they were lower.
32
Age
Female (she/her)
Gender
7'1"
Height
280 lbs
Weight

Bulky
Build
The Timberlands
Homeland
Warden and Adventurer
Profession
Stoic
Disposition
History

Iredane was born amidst the cowfolk village to a primarily Bóhtarr (“minotaur”) family - two minotaur parents, with a half-elf grandmother. Her childhood was a rather happy one, though she found herself favoring the more physical work typically handled by bulls, rather than domestic and family work. Her family, and village, were supportive of her inclinations, however, and encouraged her to explore her instincts.

Although he had once been happy to play with his sisters, Iredane’s brother Tohrrin eventually began to grow distant from them, instead becoming close with his cousin, Delhau, and their friends. He grew to believe that she was wrong to do “bull things,” rather than tend to the family as cows were meant to, and grew jealous of his older sister. It was clear she had a natural strength and finesse that drew the attention of her elders, paired with a determination and sense of responsibility that exceeded her age. She was often given praise from the adults, which caused Tohrrin to stew in his envy. As the moons went on, he grew to resent his sister, and grew distant from most of his family. Iredane was sad to lose her brother, but eventually she learned that she could not control him - his jealousy and bitterness was his own. She instead grew closer to the elders of the village and her other family members, and often sat down with them to listen to the history of the village and her family.

She remained an active youngster, however, and grew to be physically strong, rather buff for a female of her species and easily rivaling some of the bulls in height and build. She took strongly to both carpentry and forestry, often patrolling the forests that surrounded their pastures and fields. As she grew into adulthood, she adopted the role of Warden, a protector, maintaining the forest and keeping an eye out for dangers that grew close to the herd.

While young Iredane continued to gain the respect of her village, Tohrrin continued to cause trouble. He slacked off, started fights, and was generally delinquent. He was constantly trying to prove himself as better than the rest - and while the cowfolk appreciated friendly competition, his tactics and demeanor were anything but friendly. He became somewhat of an outcast among the rest of the village, though it was mostly self-inflicted - the cowfolk valued family far too much to discommunicate one of their own for anything other than the worst of offenses. But it remained that he was largely unpopular among the herd, aside from the few equally rowdy bulls that he liked to hang around.

More than once, Iredane attempted to reach out to her brother, but each time he scorned her, and eventually she stopped trying. She was largely content with her place in the world - she had her village, her herd, and her beloved forest, and she was well-loved and respected. There was a part of her that longed to see the rest of the world, though not forever - she would always love her village, her woods - but more than she found herself able to. She never vocalized this, however, for fear that her people would disapprove of her yearning. Besides, she had work to do - she didn’t have time to entertain fantasies.

Though generally safe in their hidden, secluded village, the cowfolk still had to worry about the ever-present threat of intrusion by those that chose to see them as monsters, as plenty of Vorinthia did. Protecting the location of the village was of utmost importance, and those that patrolled the borders of their village amidst the forest knew to give any unfamiliar humanoids a wide berth. While other beastfolk dealt with intruders in their own ways, the laws of the Bóhtarr were clear: Protect the village with your life, but only in defense; do not provoke, and do not engage.

But not everyone agreed with the village’s pacifistic approach, as the herd would discover. A shock rippled through the herd when Tohrrin stumbled, bleeding, into the village one day - followed soon after by his attackers, who boldly wore symbols proclaiming themselves beast hunters.

As her shocked herd scrambled in their panic, it was Iredane that sprung to action. Fearless and enraged, she held her own against the attackers, slaying one and mortally wounding the other. Despite her victory, she did not walk away unharmed - the ranger’s war hounds had viciously bitten at her limbs, and the barbarian had managed to snap off the end of one horn, leaving Iredane with permanent scars.

When questioned, Tohrrin claimed that he and Delhau had been gathering wood when they were attacked out of nowhere, and had fled to the village for protection - but his story didn’t quite seem right, and each time he told it, details seemed to change. But his lies were put to rest soon enough - the village elder knew a woven tale when she heard one, and eventually the truth came out.

Tohrrin and Delhau had discovered the beast hunters in the outlying forest, and rather than alert the village and ruin their chance at glory, they attacked. Tohrrin managed to strike down one of the humans, taking them by surprise, but they were a group of seasoned beast killers and struck back without hesitation. Delhau was killed as they tried to escape, and the injured Tohrrin led them right to the village.

Though thankfully there were no additional cowfolk casualties, many had been injured, and the border guard on duty only just barely survived after being brutalized and left for dead by the hunters. Tohrinn was dishonored by the village, as he had proven that he could not be trusted. And though it was his own actions that condemned him, he refused to accept the blame. He only grew more and more bitter, disgusted with the village and his place in life.

But while Tohrrin was shunned, Iredane was revered as a hero by the rest of her herd. She had never wanted glory - only to keep her family safe - but her brave actions earned her the adjulations of the village regardless.

She didn’t bat an eye when Tohrrin eventually left the village, storming off in a huff of fury and self-righteousness. While she had once been somewhat sympathetic to her brother, she now felt only disgust. His idiocy had nearly gotten the village destroyed, and for what? Respect he felt he was owed? It was an embarrassment.

His absence changed little for the village, and Iredane and her herd carried on as normal up until the unthinkable happened. The sky got stuck. Night never fell, and the sun never rose. The sky was perpetually twilight-grey. Something was very wrong with the world.

The village elders grew worried, sensing strange forces at work. They called upon their young hero to investigate, despite her initial hesitation. Though she hadn’t the slightest clue how she could fix the sky, and feared leaving her home, she would not deny the elders - and so her journey began.

Trivia

Family Tree
Iredane has a large extended family, and is extremely close with most of them; she is also very active in her community and considers much of the village her family regardless of biologic relation.
Voice / Theme Song
Luisa Madrigal from Encanto is very similar to Iredane in both physical appearance (body type, mannerisms) and personality; Jessica Darrow is Iredane's voice claim.
Peripheral Vision
Though Iredane has better vision that a mundane cow, she does in fact see better peripherally. She maintains eye contact directly as a way to mimic non-minotaur body language while interacting with other humanoids, but will look from the side if she needs to get a better look or when scouting. She has a blind spot directly behind her and hates being approached from that position.
Links

Berin Thane
Ally and friend - adopted herd. TBA.
Johnny Spannerhands
Ally and friend - adopted herd. Trust is shaky but is improving. TBA.
Aesylvin
Ally and friend - adopted herd. TBA.