Mexol Ixi
Medium Liazard folk, Zerus Student, Lawful Neutral
Armor Class 16, Natural Armour
Hit Points 36 (4d8+16)
Speed:
30 ft
Swim: 30 ft
Climb: 10 ft
Saving Throws DEX and WIS
Skills Arcarna +6, History +4, Acrobatics +2
Damage Vulnerabilities Divine and Radiant
Damage Resistances Magical damage of most kinds
Damage Immunities Necrotic
Condition Immunities Diseased or Poisoned
Senses Passive Perception 13
Languages Common, Hochlander, Draconic
Challenge Rating 6 (2,300 XP)
Description
A Blue Scaled Lizard from Zerus. He's medium build, but bulky and broud shoulderd giving the apearance of greater size, the coloured frills around thier neck make Mexol look even larger when they're extended. Distinctly average for a Lizardfolk however. He talks in a superior tone and prides himself in his knowlage of the Transmundane. A friend of The Pican Scouts team.
Ideals
Advance his studies in necromancy and help his friends
Bonds
His ties to Zerus and the adventuring team he's befreinded
Flaws
Hauty, can be rude and unsocial if he feels he's talking to a person of inferior interlect.
Mexol is a level 9 Spellcaster Spellcasting ability score: 14+Wis (+4 to Spell Save [Wis] and Cast Rolls), +3 Spell Attack bonus (Affects Spell damage and hit chance)
Known Spells (5 1st Level slots, 3 2nd Level Slot, 3 3rd Level Slots): Fire Bolt, Light, Ray of Frost, Shocking Grasp, Spare The Dying, Dancing Lights, Chill Touch, Magic Missile, Thunderwave, Inflict Wounds, False Life, Burning Hands, Acid Arrow, Ray Of Enfeeblement, Gentle Repose, Animate Dead, Summon Bone Horror: Scythe Horror, Death Bolt
At will: Bone Crafter: Level: Cantrip, Casting Time: Varies, Range: 50 Feet, Somatic, Material (Bone), Duration: Passive effect
A Necromancer who studies at Zerus can choose to be either a Bone Crafter learning from the vaunted Death Lord Az’gerash The Crypt Lord and his disciples or a Flesh Shaper learning from the mighty Elirnoom The Flayer King and his disciples.
Bone Crafters learn the ability to craft bone material into unnatural shapes, and can make inscriptions on Bone that allows them to manipulate the material into a variety of shapes using their internal mana reserves as a shaping tool. The length of time it takes to use this power depends on the mass of bone material and the desired end products size and complexity.
Using this power they may create any Simple or Martial Melee Weapon out of Bone (which can be repaired by reusing this ability and can be used by any character with proficiency in the weapon), and Bone Armour (which counts as Medium Armour with the same stats as Scale Mail, and can also be repaired by reapplying the ability, and used by anyone with proficiency in Medium Armour).
They can also use the ability to repair or shape living thing’s bones if they are broken, or they wish to use it as a devastating offensive ability, but this requires contact with the living creature and concentration. If used offensively, this ability counts as a grapple requiring a DC 18 Str Save or breaking the Necromancer’s concentration, dealing 4d6 True Damage each turn the creature is grappled in this way. Size does not matter to this ability, but cannot be used on a creature of a higher CR than the Necromancer’s Level.
Any Raise Dead abilities will always summon Skeletons equipped with built-in Bone weapons (of the Player’s choosing, if DM allows, or using standard Bone Sword and Bone Shield) and Bone Armour, and not Zombies, they cannot manipulate flesh; only Bones (as the weapons and equipment are built into the Skeletons they cannot be looted. Only need Bone as a material for raising dead).
Death Bolt: Level: 3rd, Casting Time: Instantaneous, Range: 150 Feet, Verbal, Somatic, Duration: Combat
The Necromancer points at their chosen target and ushers forth the raw power of the winds of death, creating a point a pitch black void at their finger-tip from which a bolt of concentrated negative energy is hurled at the unfortunate target. The target suffers 6d8 Necrotic Damage. In addition the target must make a DC 18 Con save or be knocked prone; and have their Con and Str reduced by 2 for the remainder of combat. If either stat reaches zero from this effect, and is not killed by the damage, the target is incapacitated and may not take any more actions. This effect can be counteracted with healing magic or divine healing, stats will return to normal after combat regardless, as the Death Magic wears off relatively quickly.
At higher Levels: The Necromancer deals an additional 1d8 damage with this spell for each spell slot they have above 3rd Level. In Mexol's case it will deal 8d8 Necrotic damage.
This spell has no effect on Undead.
Summon Bone Horror Variant: Scythe Horror: Casting Level: 3rd, Casting Time: 1 Turn, Range: 10 feet, Components: Somatic, Material (Bone, enough to form a Large construct: from 1 Large [or larger] creature, 2 Medium, 6 Small or 14 Tiny), Concentration, Duration: 1 day (can be renewed every 24 hours)
The Scythe Horror is a tall, thin, and vaguely humanoid construct of bone; although it is horribly disfigured if it were alive. One arm is less than half the length of the other, and the long arm is not so much an ‘arm’ as it is a massive Scythe; with a razor-sharp edge and ending in a wickedly sharp point.
The Scythe Horrors primary form of attack is conducted though it long scythe like arm. The bone construct, can either perform a rapid barrage of stabbing attacks on one unfortunate soul or a sweeping attack to decapitate all foes in front of the bone construct.
1/day: Life on Demand. Mexol can syphon out Negative Energy from a creature to fuel his power and restore thier hp. The target creature restores 4d4 hp as standard, in addition to half the creatures missing hit points from thier max total. hp over thier max total is bestowed as temporary hit point. Doing this refreshes Mexol's Spell Slots.
3/day: Life Tap. Mexol's touch can siphon the life force of others to bolster thier own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8+2 on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Hungry Jaws. In battle, Mexol can throw themself into a vicious feeding frenzy. As a bonus action, Mexol can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Soul Harvest. Mexol gains hp equal to half the damage he deals (Rounded up, minimum of 1) each turn. Any hp that goes beyond his max hp is bestwoed as temporary hp.
Spontaneous Unburial. Mexol treats Raise Dead as a Cantrip, and may cast it as an Action.
Aura of Wellbeing. Mexol's mastery over death means he can keep others from suffering such a fate. Any allied creature within 30 feet of Mexol restore 4 hp per turn.
Actions
Slashing Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) slashing damage. 2 attacks can be made with this weapon for one action, or one attack in addition to a spell or other action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) peircing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) Blugenoning damage. Creatures of the same size as Mexol or smaller, if hit by this attack, must make a DC 15 Dex saving throw or be knowcked prone as the tail sweeps thier legs out from underneath them.