Dread
Nonbinary, she/they
Armor Class 10 (leather armor)
Hit Points 39
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
12 (+1) | 8 (−1) | 13 (+1) | 11 (+0) | 15 (+2) | 18 (+4) |
Saving Throws Wisdom +5, Charisma +7
Skills Arcana +3, History +3
Damage Resistances fire
Senses passive Perception 12
Languages Common, Infernal
Challenge 6 (2,300 XP)
Spellcasting (2 slots). Dread is a 6th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Dread has the following warlock spells prepared:
Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion, Thaumaturgy
1st level (at will): Mage Armor
1st level (once/long rest): Bane
2nd level: (each once/long rest): Darkness, Hellish Rebuke
3rd level: Darkness, Dispel Magic, Enthrall, Fear, Find Familiar, Protection from Evil and Good, Spider Climb, Vampiric Touch
Dark One’s Blessing. When Dread reduces a hostile creature to 0 HP, the tiefling gains 10 temporary HP.
Dark One’s Own Luck. Once per short rest, when Dread makes an ability check or a saving throw, they can use this feature to add a d10 to their roll. They can do so after seeing the roll but before the effects occur.
Gaze of Two Minds. Dread touches a willing humanoid and perceives through the humanoid’s senses until the end of Dread’s next turn (with an action to maintain on following turns) . The humanoid is blinded and deafened to their own surroundings.
Traits
Blindness [IE 4]. Dread’s vision is absent completely; they have learned to navigate the world without reliance on their eyes, depending on other senses instead. Because they have grown accustomed to this condition, Dread has a −4 on sight-related attack rolls, ability checks, and saving throws including ranged combat beyond 10 ft., but a +4 bonus when using other senses to compensate, not because they’ve become stronger, but because they’ve learned to use them more effectively. In addition:
Dread does not have disadvantage to hit invisible creatures.
Dread is proficient in the use of a stylus for tactile reading and writing.
Disinhibited Social Engagement [IE 3]. Dread has trouble understanding the nuances of relationships, such as the difference between “friend” and “friendly”. As a child, they were overly trusting of people they didn’t know and at the same time had trouble forming stable or meaningful bonds with others. As a result, Dread experienced multiple betrayals and now holds all people at an emotional distance, even though they long for connection. This gives them a −3 penalty on all Wisdom (Insight) and Charisma (Deception) checks and saving throws against being charmed.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
Background
Dread was born in a noble human house. At birth, their mother loved them regardless of their unexpected appearance, but their father rejected them and insisted Dread be eliminated. Dread’s mother gave her beloved child to her handmaiden, who took the child to a local farmer, who passed the child to a traveling merchant. In their first year, Dread moved from home to home, each of their foster parents caring for them but unable to give them a forever family until a vigneron (winemaking) couple in a distant country finally adopted them. Over time, the tiefling chose the name “Dread,” after the reaction their appearance caused, embracing the irony of people’s reaction based solely on their vision.
Dread loved their family and worked hard in the vineyard, learning to assess the health and maturity of the grapes by touch and smell. On the other hand, they found their relationship with their parents strained, both desperately clinging to and pushing them away. As Dread tried navigating relationships with other children in the countryside, they often found themself betrayed by those they believed to be friends.
Dread decided to trust nobody, not even their parents, and set out on their own, hiring themself out to farms but never staying long, always looking for companionship but unable to discern true friends.
Eventually, they met a person they believed to be a fellow tiefling who offered them the promise of true companionship and power to protect Dread from those who would betray them. Though wary, Dread accepted the offer for what they wanted most, and learned too late that the tiefling was a devil. They did finally gain a trusted companion — their raven familiar, Void — and the warlock abilities to protect themself, but their difficulties with relationships remain.
Personality
Dread listens more than they talk, but if asked to commit to anything, they begin talking, asking many often-redundant questions before agreeing. Dread keeps to themself and prefers to work alone but will help those in need if Dread perceives an opportunity to help.
Dread uses Void’s Perception or Gaze of Two Minds when needing to see something, but they find vision disorienting and uncomfortable, so they only use it when necessary.
Plot Hooks
- Dread is investigating rumors of a fiend sighting to determine the truth, and suspects the party’s involvement based on circumstantial evidence. The party must find the truth to clear their names.
- Dread is trying to find their birth family and uncover their origins. They enlist the adventurers to follow a lead while Dread investigates another.
- A local farm has been attacked, and Dread is rushing to investigate and help if possible. Dread encounters the party on the way, notices the adventuring gear, and insists that the party help.