Character Sheet: Verrill
Given name: Verrill
True name: Va'lash'indi
Species: Dragon
Subtype: Silver Dragon
Gender: Male
Age: 1121
Height: 14' at the shoulder
Length: 29', snout to tip of tail
Wingspan: 42'
Weight: roughly 5 tons
Appearance: Sleek, thin, yet sinous, Verrill paints a regal and imposing figure as do all dragons, yet seems somehow approachable despite.
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG86.jpg
Father: Kairos (Dead)
Mother: Quetzalxochitl (Dead)
Brothers & Sisters: None
Place of Birth: Amongst the clouds
Mate/love interest: Tristessa (Dead)
Children: Geraldine (Dead), Isandro (Dead)
All listed by human names
Speed, running: ~20 MPH
Speed, flying: ~50 MPH
Weapon of choice: Magic
Secondary weapon: Natural weapons
Primary fighting style: Magic & evasive movement
Secondary fighting style: A mix of brute force and teleportation
Natural weapons: Sharp, stubby talons (on all fours), whip-like tail, teeth, wings, and (of course) firey breath
Natural defenses: Very good at parrying, especially as complimented by his psychic awareness; magical nature prevents visible harm, instead apparently deflecting attacks until he is sufficiently weakened; highly resistant to direct magical attack, moderately resistant to psychics.
Physical possesions: posseses a respectable hoard
Abilities: Mild elemental magic, psychic powers, powerful healer; Metamorphisis at will, to any form larger than a rabbit and smaller than his true self; magical hide (an attack will not appear to harm him; rather, it will drain energy from his reserve, the same reserve he draws from to heal and use magic, until that reserve is dry, at which point he will sustain normal, visible injury); does not need to eat unless his environment has a deficit of magical energy
Advantages: Very hard to kill, powerful healing ability
Disadvantages: Limited reserve of magical energy; weak in low-magic environments, vulnerable to anti-magic spells (these harm his reserve; if cut off completely from magical energy, he will suffer as if being starved)
Magic: Great power over the healing domain, and some minor elemental magic as well. Death by overdrawing his reserve of magical energy drains the spirit and does not allow for resurection.
Psychics: A limited range of rather powerful abilities.
- Blink (150’)
- Teleport - 5 miles, limited & intermittent availibiliy; Verrill always knows when he can and can't teleport, and can force a teleport when otherwise unavailible with some personal risk. More than one teleport in a minute is difficult, two or one jump of up to 20 miles is greatly draining, 3 or one jump of up to 50 miles is very dangerous, 4 or a single jump anywhere on the same planet will paralyze him for several minutes at the very least; he can, potentially, make a jump anywhere, but if it doesn't kill him it will knock him out for days. He may take up to 10 people and/or 2 tons with him. Death by teleportation drains the spirit and does not allow for resurection.
- Empathic Suggestion – implant a simple thought, feeling or emotion within an individual within line of sight, or everyone within 100’. Strong feelings and emotions require concentration. Verrill most often uses this to make his way in a crowd.
- Psychic invisibility – a derivative of Empathic Suggestion. Rather than making Verrill invisible, this prevents others from being able to note his presence. Note that, if he is particularly out of place (say, in natural form, or spying on someone who would otherwise be alone), they will still get a vague sense of unease. (If, not invisible, he would severely frighten someone, they will still be frightened, though not know why.) 400’ if not out of place; as little as 30’ if severely so.
- Telepathy – just that. 300', or up to a mile to someone he is very familiar with. To family or a love interest, he can talk over 5 miles, or any distance if the other is also telepathic.
- Empathy – Within 600’, Verrill can get a feel of the emotions of those around him.
- Sixth Sense – will always know when he or someone he cares about is in danger, a moment before it strikes. No limit to range.
- Psychic Awareness & Presence Sense – can sense any sentient creature within 30’ and pinpoint their location, and can also ‘feel’ objects within this range without seeing them (the latter is blurry, like broad-band radar).
Personality: Verrill is greatly burdened by the weight of memory, and as such speaks little and lives in isolation. However, while he generally avoids interaction with mortals, he cares deeply for their suffering and when faced with it will generally choose to help rather than walk away. However, even under such circumstances he remains markedly aloof and will leave without allowing such individuals to thank him. On the occasions that he graces one with his prolonged presence, he almost never talks aloud, instead using empathy alone. While Verrill is a proficient fighter, due to events in his past he is now an extreme pacifist who will never kill and does not believe doing harm even in self-defense. He will fight (even potentially kill) to preserve the
lives of those he cares about, but will sooner see them enslaved than harm another to protect them.