| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 14 | +2 | +2 |
Fey Ancestry: Zarven has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Trance: Zarven doesn’t need to sleep. Instead, he meditates deeply for 4 hours a day.
Drow Magic: (Spellcasting Ability: Charisma, save DC 12)
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At Will: Dancing Lights
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1/Day Each: Faerie Fire, Darkness
Mulitattack. Zarven makes two Brass Knuckles attacks.
Brass Knuckles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) [bludgeoning] damage. If the target is a creature, it must succeed on a DC 13 Strength Saving Throw a or be pushed back 5ft. or knocked prone (Zarven's choice).
Bodyguard's Intercept. When a creature within 5 feet of Zarven is attacked by a melee attack, Zarven can impose disadvantage on the attack roll if he can see the attacker.
Description
Zarven is a wall of dark elegance and raw power — muscles like carved obsidian, a fitted black suit that somehow flexes with him, and enchanted sunglasses that never come off. Around his neck gleams a thick golden chain, and on his fists: gleaming Schlagringe, brutal instruments of close-quarters justice. Loyal to his clients, deadly to their enemies, and smooth as the surface of a still lake — until fists start flying.
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Posted Apr 16, 2025Enjoy - a template for a bodyguard in general; here pictured as a drow. Edit however you like :)