Zender Finhorn

Commander-Carrot

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1 year, 7 months ago
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Zender Finhorn

Angriest Man Alive

This is a Toyhouse page for my DnD guy; Zender! He's based off an OC by the same name, and shares basically the same backstory and stuff like that.

I made an entirely different page for his DnD counterpart because they're both wildly different despite being the same character.

Information will be added the further along the campaign goes!

Personality

Stoic

Not exactly the best with sharing his feelings outside of being angry. He doesn't exactly know how to sympathize with others but still knows how people are feeling if the experience is related to his in a way.

Loyal

Despite everything he's been through, and how distrusting Zender is towards others, he's pretty loyal. He doesn't like to reveal other's secrets, and you can trust him to fight by your side in battle. If someone betrays his trust he won't show them mercy.

Bloodthirsty

He's gotten better since his mercenary days but he still likes to take out his revenge on people who have wronged him. Fighting/Killing others has been how he's solved disputes for years and that isn't going to change very soon.

Appearance

  • Age: 27 (September 22nd)
  • Gender: Cis Man
  • Race: Fairy
  • Height: 4'1 (used to be 1'6)
  • Weight: 72lbs (used to be 10lbs)

Zender is a short, and muscular man. He ends up looking a lot bigger when he wears his jacket, which has fur on the sleeves and neck. He has short ginger hair, a permanent angry look, and a big X shaped scar on the left side of his face. His body is also covered in scars, and his wings are torn. When he was turned into a zombie all of his scars turned black, and because his body had to be remade from his reflection, all but his face scar was flipped. His face scar is half black and half pink.

Story

The Feywilds

Zender grew up in the village of Digolbury, located in Thither. He lived there with his parents and really looked up to his dad, who he saw as his hero. His dad never backed down from challenges, he liked to fight, and he was a bit mischievious. Zender grew up with 3 childhood friends; Elijah, Titus, and Finn. All three of them were inseprable and continued being friends late into their teenage years.

Zender's father got into trouble with Granny Nightshade, a hag who had control over Thither, and Zender's father got his magic stolen, turning him into a human. Zender was really upset over this and even though his father begged him not to, Zender left to go steal back what was taken from his father. Zender, along with Elijah, Titus, Finn, and two newer members; Merlyn and Livius, all teamed up to go steal from Granny. Zender abandoned the plan the night before, breaking up with his then boyfriend Elijah, and running off into the night to steal from Granny himself. He ended up getting his father's item back, however Granny had caught him and as punishment she took his height, cursed his name, and sent him into the material plane.

The Material Plane

Zender spent 8 years stuck in the material plane, trying everything he could to get back. In the meantime he let out his anger by becoming a hitman for hire.

Zender had become infamous and was known as the "Small Menace" around the city of greatedge, he was efficient and ruthless. Zender had been taking jobs from someone known as Tolax, and for reasons unknown to Zender, Tolax betrayed him and sent 2 lackies to kill him. Zender ended up surviving because a fairy named Vinny had found him in the woods. Vinny and Zender lived together for a few months and in that time Zender felt relaxed, this time was the best he had felt ever since getting stuck into the material plane. All good things must come to an end however and when Zender learned he had a chance at getting back to the Feywilds, he ditched Vinny in the middle of the night promising he would return.

Back into the Feywilds

Zender, along with the help of strangers; Sark, Khai, Pyre, and Knives got back into the Feywild. Everyone stuck together since they all had a common goal. After a few days of traveling, a new face joining the party, and a bit of fighting, the party reached Blightstraw; the first hag the party had to face. Blightstraw escaped with one of the party members object's, and as Zender was looking around the place he found a red ribbon belonging to Vinny, this immediately made Zender panic because his best friend was now wandering the Feywilds alone.

The more the party continued into Thither the more upset Zender would get, he was completely spiralling and wasn't sure how to handle himself. He was getting closer to his home town Digolbury, and he ended up running into Elijah. Zender had absolutely ruined Elijah's life, and all of his other friends lives. They all had to work under the hags and all of them were cursed, they were now known as the League of Malevolence. Elijah left, taking a party member with him as a bargaining chip for Granny.

It wouldn't take the party very long to get to Zender's village, and when they got there they were too late. Everyone in the village had been killed by Merlyn, including Zender's parents. Only Vinny had survived. Zender killed Merlyn in a fit of rage and after finding 8 years worth of birthday letters from his parents, he broke down. The only thing Zender wanted to do was to find his brother who he had just learned about and to kill Granny Nightshade.

The next day the party snuck into Nightshade's shop, killed Blightstraw, and snuck into Nightshade's study. Nightshade appeared and baited Zender into getting closer to her, which worked. She grabbed Zender by the face and killed him instantly. He rose up as a zombie and proceeded to kill Khai, and the newest party member Alexi. As he was about to kill Vinny, his reflection jumped out of the mirror and used the same spell nightshade used on him. He had control of himself again. After the fight was finished, Zombie Zender was sent into the mirror and the Zender that came out of the mirror stayed (keeping every single memory including the ones he made as a zombie). He would also learn afterwards that his best friend Sark was one of the lackies who had almost killed him 3 months earlier. He knew Sark had to do it and both of them didn't know until now so Zender wasn't angry, but this was the cherry on top of the cake.

things have happened that i need to write down at some point, rn we're about to beat the shit out of a god

Barbarian

Small Fey, Chaotic Good
  • Armor Class 16 (natural armor)
  • Hit Points 132 (12d12)
  • Speed 40 ft., fly 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Athletics +9, Deception +4, Intimidation +9, Stealth +7
  • Senses passive Perception 10
  • Level 9
  • Flight Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
  • Fairy Magic. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability.
  • Rage (+3) 5/5. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
  • Reckless Attack. Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  • Frenzy. Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
  • Mindless Rage. Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
  • Feral Instinct. By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
  • Brutal Critical. Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
  • Intimidating Presence. Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
  • Relentless Rage.Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
  • Tavern Brawler. Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Consititution score by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Actions

  • Father's Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d12 + 5) slashing damage.
  • Rainbow Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d8 + 5) roll 1d6 to determine the damage type.