
Character
Natasatch
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Dragonelle
- Gender
- female
- Alignment
- Neutral Good
- Size
- Large
- Armor class
- 17
- Hit points
- 250
- Speed
- 30
- Challenge
- 15
- Experience
- 13000
- Languages
- Draconic, Common
- Senses
- Darkvision 120 ft., Passive Perception 19
- Skills
- Perception, Insight, Persuasion, Stealth
Biography
Natasatch's earliest memories are of warmth—the communal nest where her clutch-mates nestled against her mother's emerald belly, their scales catching the light like precious gems. That peace shattered the day an elf with calculating eyes and a trader's smile appeared at her family's breeding grounds. Hazeleye's smile never reached his eyes as he plucked her from the cage, separating her from everything she knew with casual cruelty. The slave ship that followed was a nightmare of darkness and despair, where she met a wild, feral young dragon named AuRon who spoke of freedom before vanishing into the ocean's depths. Though she never expected to see him again, his name became a whispered prayer in the darkness—proof that escape was possible, that dragons could be more than captive breeding stock. Years dissolved into a brutal routine on the Isle of Ice, where the Wyrmmaster's fortress loomed over endless chains and forced matings designed to produce docile mounts for human riders. The scars on her legs and neck told the story of her resistance, of a spirit that refused to break despite the systematic attempt to hollow her out. Natasatch watched hatchlings torn from her clutches and trained as slaves, and with each loss, her resolve crystallized into something harder than diamond. When AuRon finally returned—older, scarred, and carrying the weight of his own suffering—he came with more than vengeance; he came with a dwarven saw and a promise kept. Together they shattered not just chains but the entire foundation of the Wyrmmaster's empire, leading a rebellion that transformed imprisoned dragonelles into warriors, painting the ice red with the blood of their oppressors and reclaiming what had been stolen: their freedom, their dignity, and their futures.
Attributes
Strength
20, modifier +5
Dexterity
16, modifier +3
Constitution
22, modifier +6
Intelligence
14, modifier +2
Wisdom
18, modifier +4
Charisma
20, modifier +5
Actions
Multiattack
Natasatch makes three attacks: one with her bite and two with her claws.
Bite
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 2d10 + 5 piercing damage.
Claw
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
Breath Weapon
Natasatch exhales a 60-ft. cone of fire. Each creature in that area must make a DC 20 Dexterity saving throw, taking 12d6 fire damage on a failed save, or half as much on a successful one.
Chain Break
Natasatch can use her action to attempt to break chains or restraints. She makes a Strength check (DC 20) to free herself or an ally.
Inspire Rebellion
Natasatch can rally allies within 30 feet, granting them advantage on their next attack roll.
Abilities
Resilient Spirit
Natasatch has advantage on saving throws against being charmed or frightened.
Defiant Presence
Enemies within 10 feet of Natasatch have disadvantage on saving throws against fear.
Maternal Guardian
Natasatch can use her reaction to grant an ally within 30 feet a +2 bonus to AC against one attack.
Agile Frame
Natasatch can move through the space of any creature that is Large or smaller.
Saving throws
strength
+10
dexterity
+8
constitution
+12
wisdom
+9
Legendary actions
Wing Buffet
Natasatch can use 2 legendary actions to create a gust of wind. Each creature within 15 ft. must succeed on a DC 18 Strength saving throw or be pushed 10 ft. away.
Furious Roar
Natasatch can use 3 legendary actions to unleash a roar. All enemies within 60 ft. must succeed on a DC 20 Wisdom saving throw or be frightened until the end of their next turn.
Chain of Freedom
Natasatch can use 3 legendary actions to target a creature within 60 ft. and attempt to break their chains, granting them freedom if they succeed on a DC 20 Strength check.
Damage resistances
Fire
Cold
Condition immunities
Charmed
Frightened
World connections