
Character
John
he is a necromancer and a psychopath, vice leader of a death cult and asset manager. his flavor of necromancy is exceptionally cruel since he traps the souls of his victim and stores them in puppets as his servants, aware but unable to disobey. he furthers his cults projects of various necromancy experiments and terroristic acts, following his cult leaders decree to the letter but always ready to improvise when needed. . John's white hair emerged prematurely during his first successful mass binding, a ritual performed on an orphanage, and he wears pristine white gloves as a mockery of the purity he destroys on a daily basis. Now he orchestrates the cult's most ambitious project, since the creation of their death God, with surgical precision, his turquoise eyes reflecting nothing but cold calculation as he transforms the innocent into obedient vessels, children make perfect puppets, always seeking to refine his craft into something even more exquisitely terrible.
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What this public profile contains
This view-only profile includes a creator-written description; 13 labeled detail fields; 6 structured sections; 1 artwork image supplied by the creator.
- Creation type
- Character
- Shared by
- Orthruin
- Connected worlds
- 0
- Detail fields
- 13
- Profile sections
- 6
- Artwork images
- 1
Details
- Type
- Humanoid
- Race
- Human
- Gender
- male
- Alignment
- Lawful Evil
- Size
- Medium
- Armor class
- 15
- Hit points
- 120
- Speed
- 30
- Challenge
- 10
- Experience
- 5000
- Languages
- Common, Infernal, Elvish
- Senses
- Darkvision 60 ft., Passive Perception 13
- Skills
- Arcana, Deception, Intimidation, Insight
Biography
he is a necromancer and a psychopath, vice leader of a death cult and asset manager. his flavor of necromancy is exceptionally cruel since he traps the souls of his victim and stores them in puppets as his servants, aware but unable to disobey. he furthers his cults projects of various necromancy experiments and terroristic acts, following his cult leaders decree to the letter but always ready to improvise when needed. . John's white hair emerged prematurely during his first successful mass binding, a ritual performed on an orphanage, and he wears pristine white gloves as a mockery of the purity he destroys on a daily basis. Now he orchestrates the cult's most ambitious project, since the creation of their death God, with surgical precision, his turquoise eyes reflecting nothing but cold calculation as he transforms the innocent into obedient vessels, children make perfect puppets, always seeking to refine his craft into something even more exquisitely terrible.
Attributes
Strength
12, modifier 1
Dexterity
14, modifier 2
Constitution
18, modifier 4
Intelligence
20, modifier 5
Wisdom
16, modifier 3
Charisma
18, modifier 4
Actions
Soul Trap
John targets one creature within 60 ft. The target must succeed on a DC 18 Wisdom saving throw or have its soul bound, taking 4d10 necrotic damage and becoming a puppet under John's control.
Necromantic Puppetry
As an action, John can animate a puppet from a bound soul. The puppet acts on his turn and can attack for 2d6 necrotic damage.
Cult Command
John can command all puppets he controls to attack. Each puppet can make one attack, dealing 1d8 necrotic damage.
Terrorizing Presence
John can instill fear in a 30 ft. radius. Creatures must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute.
Improvised Ritual
Once per long rest, John can create a unique necromantic effect, rolling 3d8 to determine its potency and effects.
Abilities
Soulbinder
John can bind the souls of his victims, creating puppets that obey him.
Saving throws
Strength
1
Dexterity
2
Constitution
4
Intelligence
5
Wisdom
3
Charisma
4
Damage resistances
Necrotic
Psychic
Public creation
Worldbuilding Context
John is a public character profile shared by Orthruinthrough Summon Worlds. This view keeps the creator's public information together with clear attribution and links to any connected public Worlds; it does not add story details beyond the fields shown on the profile.
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