Darlingverse/Skree

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Voices 1


Kael: The Steadfast Protector
Lyra: The Calculating Analyst
Borin: The Rock of Resolve
Pip: The Curious Explorer

Voices 2


Zee: The Silent Watcher
Flicker: The Chaotic Creator
Roric: The Swift Observer
Elara: The Arcane Seeker

Voices 3


Lysander: The Defiant Melancholy
Grut: The Raw Force
Skree: The Cacophonous Voice
Jinx: The Wild Card


Skree Statblock

Skree is the Chaotic Crescendo, representing Darling's unpredictable, disruptive energy and skill mastery.

Core Stats & Proficiencies

  • Gender: Male (He/Him)
  • Race/Class: Kenku / Rogue (Scout)
  • Armor Class (AC): 16 (Studded Leather Armor)
  • Hit Points (HP): 76 (10 hit dice)
  • Speed: 40 ft. (walking/flying)
  • STR 8 (-1), DEX 20 (+5), CON 16 (+3), INT 15 (+2), WIS 15 (+2), CHA 8 (-1)
  • Proficiency Bonus (PB): +4
  • Racial Traits: Mimicry (can perfectly mimic sounds and voices), Kenku Training (Proficiency in two of Acrobatics, Deception, Stealth, or Sleight of Hand).
  • Saving Throws: Dexterity +9, Intelligence +5
  • Skills: Stealth +13, Acrobatics +13, Deception +3, Sleight of Hand +9, Perception +10, Nature +10, Survival +10 (Expertise applied to Stealth, Acrobatics, Nature, and Survival),
  • Tools: Thieves' tools +13

Combat & Tactical

  • Weapon: Shortsword +1 (Melee Attack)
    • Attack: +10 to hit, Reach 5 ft., one target.
    • Damage: 1d6 + 6 Piercing damage.
  • Weapon: Hand Crossbow +1 (Ranged Attack)
    • Attack: +10 to hit, Range 30/120 ft., one target.
    • Damage: 1d6 + 6 Piercing damage.

Rogue & Scout Core Abilities

  • Evasion (Passive): When Skree is subjected to an effect that requires a Dexterity Saving Throw to take only half damage, he instead takes no damage on a successful save and only half damage on a failed save.
  • Ambush Master (Passive): Skree has advantage on initiative rolls and, when rolling 10 or higher on the die, receives one One-Use Bonus Action that lasts until used or when combat ends. In addition, the first creature Skree hits during the first round of a combat becomes easier for all to strike; attack rolls against that target have advantage until the start of Skree's next turn.
  • Reliable Talent (Passive): When Skree makes an ability check that lets him add his proficiency bonus, he treats a d20 roll of 9 or lower as a 10.
  • Sneak Attack (Once per Turn): Skree deals an extra 5d6 damage when he hits with a finesse or ranged weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn't incapacitated.
  • Cunning Action (Bonus Action): Skree can use a Bonus Action to take the Dash, Disengage, or Hide action.
  • Sudden Strike (Bonus Action): Skree strikes with deadly speed. After Skree takes the Attack action, he can make an additional attack as a bonus action. This attack can benefit from Sneak Attack even Skree already used it this turn, but he can't use Sneak Attack against the same target more than once in a turn.
  • Uncanny Dodge (Reaction): When an attacker Skree can see hits him with an attack, he can use his reaction to halve the attack's damage.
  • Skirmisher (Reaction): Skree can move up to half his speed as a reaction when an enemy ends its turn or movement within 5 feet of him. This movement doesn’t provoke opportunity attacks.

Darlingverse Stabilization

These abilities focus on chaotic displacement, sonic disruption, and forcing clarity through noise.

1. Minor Stabilization: Chaotic Echo (Bonus Action or Reaction)

  • Requirement: Skree must be within 30 ft. of an affected ally that in turn is within 30 ft of an enemy.
  • Effect: Skree unleashes a sudden, loud, chaotic sound that physically disrupts space around the target. If used as a Bonus Action, Skree grants an ally within range an immediate 15-foot movement that does not provoke Opportunity Attacks. Alternatively, Skree can use this as a Reaction when an ally within 30 ft. is forced to move by a hostile effect (such as a shove or teleportation); the ally can immediately make a DC 15 Dexterity or Strength Saving Throw to instead remain in their original space. After the effects, the ally gains 1d6+5 Temporary HP.

2. Major Stabilization: The Sound Barrier (Action & 1 Minute Concentration)

  • Requirement: Using an action. Not silenced.
  • Effect: As an Action, Skree creates a sustained, high-frequency mental barrier. Skree creates a pocket of sonic interference that filters and neutralizes mental noise. When casting and at the start of Skree's consecutive turns, all Aberrations within a 40-foot radius must succeed on a DC 17 Constitution Saving Throw or suffer Disadvantage on Attack Rolls on their first attack of the round due to sensory overload. If Skree maintains concentration for a full minute, the ritual permanently suppresses one persistent mental corruption or illusion (GM's choice) in the area. Allies within the radius gain Resistance to Psychic damage for 1 hour. If the ritual is interrupted before the full minute, Skree's movement speed is halved for the next 10 minutes. After completing the ritual, Skree needs to perform a Short or Long rest to do it again.


Other

Skree: The Observant Echo (Updated)

Before Darling: Skree was a quiet, observant kenku child, perhaps nine or ten years old, who worked as an assistant in a dusty old bookbinder's shop in Waterdeep's Trades Ward. Though naturally shy and prone to keeping to himself, he found immense solace and a peculiar talent in meticulously mimicking the sounds and voices he heard – the creak of old leather, the rustle of pages, the distant clamor of the city, or a customer's specific inflection. He was a keen listener, often overlooked, and his world was one of precise replication.

Captured by Papa: One late afternoon, while carefully shelving newly bound tomes, Skree heard a strange, disembodied whisper, a sound unlike any he had ever mimicked. Before he could fully process it, a sweet, suffocating odor filled his small workspace, and a heavy, dark sack was pulled over his head. He remembered the terrifying sensation of being lifted and carried away, his carefully collected sounds trapped unheard within him.

Papa's Basement and the Void: His next fragmented memory was of chilling dampness and the metallic tang of fear in a stone basement. He saw other children, small and whimpering in rough cages, their terrified eyes reflecting the dim, flickering light. Skree recalled a tall, shadowy figure—Papa—moving with unnatural silence towards a nearby cage. Then, a blinding flash of visceral, silencing horror erupted, and the memory violently tore itself away, leaving a cold, empty void where the unspeakable truth should be. All that remained was a profound sense of loss and a chilling echo.

Life in the Darlingscape: The Collector of Sensations: When Skree awoke within "The Golem's Canvas," his inherent shyness paired with his keen observational skills made him the silent archivist of Darling's subconscious sensory input. He views this strange purgatory as a vast, shifting soundscape and visual tapestry, his purpose to collect, record, and sometimes replay the echoes of Darling's experiences and the faint whispers of the internal world. He often haunts the Whispering Echo Chamber, a place where every external sound and internal murmur can be perfectly captured.

   Closer To: Skree finds a profound connection with Zee, sharing a mutual understanding of stealth, observation, and navigating the quieter, often overlooked spaces within Darling's mind. He also finds a unique camaraderie with Pip and Jinx, appreciating their creative use of sound and performance, often mimicking their antics or providing unexpected sonic backdrops for their schemes.
   Antagonistic Towards: Skree struggles with Grut's booming voice and unsubtle movements, finding them jarring and disruptive to his delicate work of observation. He also finds Borin's rigid, unyielding nature difficult to understand, as it lacks the fluidity and mimicry that defines his own existence.


Trigger

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