
Character
Diana the Siren of the Dead and Damned
Diana's earliest memories are not of warmth or comfort, but of cold stone walls and the whispered names of the dead. Abandoned at the gates of Little Bones orphanage as an infant, she grew up surrounded by children who would never leave, and caretakers who barely remembered their charges' names. It was there, among the forgotten and forsaken, that the Pale Lady discovered her—a half-elf child with an unnatural affinity for sensing the restless spirits that lingered in the orphanage's shadowed corners. Recognizing potential where others saw only a troubled child, the Pale Lady offered Diana a choice that was no choice at all: become a bone witch, a personal agent of death itself, or remain in that gray place until she too became another ghost in the walls. Diana accepted, and for years she trained in the art of necromancy, learning to command the dead as easily as others breathed. Her mistress sent her to Spes Advenit with a singular purpose: monitor Lord Draziya's vampire operations and ensure the island of Credunt Insulis would bend toward the Pale Lady's designs. The locals of Spes Advenit initially recoiled in horror when Diana raised the first laborers from their graves to construct the new port city, but necessity proved a powerful teacher. Zombie workers asked for no wages, required no rest, and obeyed without question—soon, the city flourished under their tireless efforts, and Diana became an indispensable fixture in its development. Yet fate is a cruel mistress, and the demonic invasion that swept across the land shattered her carefully maintained balance between shadow and civilization. Now Diana finds herself on the bleeding edge of battle, her black hair streaked white at the tips from the strain of channeling so much death magic, her dark makeup running like war paint as she weaves through the chaos. She raises the fallen as quickly as they drop, casting arcane bolts of pure destruction at the demonic hordes, her silhouette cutting through the battlefield like a siren's song—beautiful, terrible, and utterly merciless. In the end, Diana remains exactly what the Pale Lady made her: a tool of death, now simply wielded against a different enemy than anyone anticipated.
Open in Summon WorldsAt a glance
What this public profile contains
This view-only profile includes a creator-written description; 15 labeled detail fields; 9 structured sections; 1 artwork image supplied by the creator.
- Creation type
- Character
- Shared by
- Draz
- Connected worlds
- 1
- Detail fields
- 15
- Profile sections
- 9
- Artwork images
- 1
Details
- Type
- Undead
- Species
- Half-Elf
- Race
- Half-Elf
- Class
- Sorcerer
- Gender
- female
- Alignment
- Lawful Neutral
- Size
- Medium
- Armor class
- 15
- Hit points
- 150
- Speed
- 30
- Challenge
- 10
- Experience
- 5900
- Languages
- Common, Elvish, Infernal
- Senses
- Darkvision 60 ft., Truesight 30 ft., Passive Perception 16
- Skills
- Arcana, Intimidation, Perception, Stealth
Biography
Diana's earliest memories are not of warmth or comfort, but of cold stone walls and the whispered names of the dead. Abandoned at the gates of Little Bones orphanage as an infant, she grew up surrounded by children who would never leave, and caretakers who barely remembered their charges' names. It was there, among the forgotten and forsaken, that the Pale Lady discovered her—a half-elf child with an unnatural affinity for sensing the restless spirits that lingered in the orphanage's shadowed corners. Recognizing potential where others saw only a troubled child, the Pale Lady offered Diana a choice that was no choice at all: become a bone witch, a personal agent of death itself, or remain in that gray place until she too became another ghost in the walls. Diana accepted, and for years she trained in the art of necromancy, learning to command the dead as easily as others breathed. Her mistress sent her to Spes Advenit with a singular purpose: monitor Lord Draziya's vampire operations and ensure the island of Credunt Insulis would bend toward the Pale Lady's designs. The locals of Spes Advenit initially recoiled in horror when Diana raised the first laborers from their graves to construct the new port city, but necessity proved a powerful teacher. Zombie workers asked for no wages, required no rest, and obeyed without question—soon, the city flourished under their tireless efforts, and Diana became an indispensable fixture in its development. Yet fate is a cruel mistress, and the demonic invasion that swept across the land shattered her carefully maintained balance between shadow and civilization. Now Diana finds herself on the bleeding edge of battle, her black hair streaked white at the tips from the strain of channeling so much death magic, her dark makeup running like war paint as she weaves through the chaos. She raises the fallen as quickly as they drop, casting arcane bolts of pure destruction at the demonic hordes, her silhouette cutting through the battlefiel
Attributes
Strength
12, modifier 1
Dexterity
16, modifier 3
Constitution
14, modifier 2
Intelligence
18, modifier 4
Wisdom
14, modifier 2
Charisma
20, modifier 5
Actions
Raise Undead
Diana raises up to 5 corpses as zombies. They act on her initiative.
Arcane Bolt
Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 4d10 force damage.
Death's Grasp
Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 3d12 necrotic damage.
Abilities
Necromancer's Command
Diana can control up to 10 undead at once without concentration.
Siren's Allure
Enemies within 30 feet must succeed on a DC 17 Wisdom saving throw or be charmed.
Deathly Presence
Diana has advantage on Intimidation checks against living creatures.
Arcane Resilience
Diana has resistance to necrotic and psychic damage.
Saving throws
strength
5
dexterity
7
constitution
6
intelligence
8
wisdom
6
charisma
9
Legendary actions
Siren's Song
Diana can force up to 3 creatures within 60 ft. to make a DC 17 Wisdom saving throw or be incapacitated until the end of their next turn.
Bone Shield
Diana gains a +2 bonus to AC until the start of her next turn.
Necrotic Surge
Diana unleashes a wave of necrotic energy. Each creature within 30 ft. must make a DC 17 Constitution saving throw, taking 6d6 necrotic damage on a failed save, or half as much on a success.
Damage resistances
necrotic
psychic
Damage immunities
poison
Condition immunities
charmed
frightened
poisoned
Public creation
Worldbuilding Context
Diana the Siren of the Dead and Damned is a public character profile shared by Drazthrough 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.
This creation is connected to The Adventures Of Credunt Insulis, where its details can support consistent characters, locations, lore, and ongoing storytelling across the wider World.
World connections
Appears in
Continue building
Develop the ideas around Diana the Siren of the Dead and Damned
Use Diana the Siren of the Dead and Damned as a character reference when planning motivations, relationships, conflicts, dialogue, and the places that shape a role in the wider setting. Return to the public fields above as a stable reference, then connect new ideas through a World so collaborators can explore how each creation fits the same shared canon.