
Character
Eeker
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Beast
- Class
- Ranger
- Alignment
- Chaotic Neutral
- Faction
- Normal Animals
- Size
- Small
- Armor class
- 12
- Hit points
- 45
- Speed
- 30
- Challenge
- 3
- Experience
- 700
- Languages
- Understands Animal Speech
- Senses
- Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 12
- Skills
- Stealth, Survival, Perception
Biography
Eeker wasn't always a trembling creature of pure instinct—once, he was a curious young gecko exploring the ancient ruins of a forgotten civilization, drawn by the melodic chirping of insects and the whisper of wind through stone corridors. Everything changed the night he stumbled upon a chamber where an otherworldly sound emanated from the darkness, a discordant vibration that seemed to split reality itself, and in his panic, he discovered he possessed an inexplicable connection to the wild around him, commanding creatures to aid his escape. Since that fateful encounter, even the slightest unsettling noise—a creaking branch, a distant wail, the scrape of metal—triggers an overwhelming surge of primal energy within him, forcing his small body into violent confrontation, desperate flight, or complete paralysis depending on which instinct overwhelms the others first. Eeker became a ranger of sorts, not by choice but by necessity, learning to navigate the wilderness while his fractured nerves remained perpetually on edge, neither fully committed to good nor evil but simply surviving moment to moment. Other creatures regard him with a mixture of pity and wariness, never quite sure if the little gecko will charge at them, bolt away screaming, or stand frozen in terror. Yet in his unpredictability lies a strange power—Eeker's erratic nature and deep connection to animal instinct have made him an invaluable, if chaotic, ally to those brave enough to approach him. His story is one of transformation through trauma, where a simple creature became something far more dangerous simply by refusing to die.
Attributes
Strength
10, modifier +0
Dexterity
18, modifier +4
Constitution
14, modifier +2
Intelligence
2, modifier -4
Wisdom
14, modifier +2
Charisma
8, modifier -1
Actions
Frightened Charge
Eeker can dash up to his speed toward a creature that has frightened him, making a melee attack. On a hit, it deals 1d6 + 4 slashing damage.
Erratic Escape
Eeker can use his action to dash away from danger. He can move through the space of any creature larger than him without provoking opportunity attacks.
Paralyzing Freeze
As a reaction to being frightened, Eeker can freeze in place. Until the end of his next turn, he gains advantage on saving throws against being frightened.
Wild Call
Eeker can summon a small animal (CR 1/4 or lower) to aid him in battle. The animal acts on his initiative and can attack once per turn.
Abilities
Instinctive Reflexes
Eeker has advantage on Dexterity saving throws against effects that he can see.
Primal Connection
Once per turn, Eeker can call upon nearby animals for assistance, granting him advantage on one action.
Saving throws
strength
+0
dexterity
+4
constitution
+2
wisdom
+2
Damage resistances
Poison
Psychic
World connections