Orthrax

## Background

As a child Orthax doesn’t remember when the torture started but he was young. Being of the Fenrir line he was always destined to be chained. For centuries he was displayed as a pet never allowed to speak. “Come see the 10 foot beast” they exclaim at circuses and carnivals. Day after day, month after month, year after year, the same routine pressed upon him.

As he grew Orthax started to notice a woman coke and visit every time that the carnival was in their town. She was beautiful, tall with pearl white hair and long pointed ears. She never seemed to age even though everyone around them did.

One night as he was sleeping the woman came and unlocked his cage using magic. She introduced herself as Magda, a powerful witch that had been watching over him for as long as she could remember. They fled together back to the home she had once abandoned and taught him how to hone magic into himself. Overtime he became proficient with the use of light and shadow gaining there strengths and their weaknesses.

Magda had not outlived Orthax. The morning he found her was the first time he changed into his were form. For days he had trodded through city after city. Until one day he found himself in the Lushal Guild Manor drenched by rain he collapsed on the front door steps. Being taken in he has now  lamented and joined the guild vowing to protect those that he cares for.

## Personality

Orthax has a calm demeanor and is usually quiet. There are times he opens up boisterously and regaled his companions (often against their will) of the story of the carnival. He keeps to himself when not in company of the other guild members but is always watching. Under his alias Fenris Asterdawn he takes on odd jobs and when needed he will protect the city which he now calls home.

#### Likes

* Orthax likes to learn new musical instruments (even though his heart belongs to his lute). He also likes traveling around the city during the winter months.

#### Dislikes

* People who don’t show gratitude towards those who have helped them

## Appearance

### Humanoid

Orthax takes the form of 6 feet 2 inches tale pale skin Elf like human. His pointed and wolf like ears are slightly covered by long choppy black hair that has one tuft of white. Orthax is pale and although there does seem to be some dark shading that pulses through every once in a while. On his hands there are 2 seals tattooed; one for his Feral form and the other for is Were form. He likes to dress lavishly with a red and black long coat with black boots, belts, and pants.

### Feral

In feral form Orthax is 10 feet tall with jet black fur and that one tuft of white symbolizing his progenitor’s downfall. His eyes are that of sunset gold and amber which hold the fire and rage within them. His canid teeth have been capped in gold plate to show he has been somewhat domesticated.

### Wereform

Orthax’s were form is one that even he despises. Being held behind the strongest runic seal he could learn and remember. Fear and anger drive him in this form turning him 12 feet tall and gaining muscle mass to fight back against that which caused his fear and anger. When using his Last Stand : Orin’s Last Farewell the seal breaks and he becomes his were form. Once he has become humanoid again he must rest for several days until his strength has returned to him.

## Magic and Abilities

### Information

Orthax was trained to maintain shadows and exude light while using his scythe. As he grew more proficient with his magic the weapon itself was able to keep his power. Now in a dance of light and shadow the scythe has become second nature to Orthax and can be used to implement his strategic movements.

#### Character Traits

* Bardic Inspiration- Has advantage on performance checks while playing an instrument or singing.

### Spells

#### Dance of the Blade (Multi-Hit)

Orthax spins his chain scythe in rhythmic fashion producing 3 more scythes in shadow for attacking for multiple damage

* Up to 4 projectiles, does 1d4 +5 Shadow Magic Damage per projectile

#### Momentary Blink (Distortion)

Orthrax disguises his weapon in shadow or light, making his weapon's movements harder for the enemy to read.

* Gives disadvantage on block or dodge rolls.

#### Chain of Smoke (Magical Hold)

While using this spell Orthrax wraps shadow around his chain to extend it's reach and entrap an enemy before pulling them closer.

* DC 15 Block or Dodge to avoid being entrapped, DC 15 Strength check to break the chain's hold. Strength check to pull an enemy towards him.

#### Step Sideways (Distortion)

Allows Orthrax to step into and blend with the shadows.

* Gives advantage to Stealth rolls and disadvantage to those looking for him.

#### Dawn Bringer (Teleportation)

Orthrax creates a bright light while throwing his Scythe, allowing him to quickly travel from one place to another in a flash.

* Can travel a distance of up to 90 feet within visible range.

#### Shadow Puppet (Summoning)

When Orthax plays music on any instrument whether good or bad the form of Magda appears and dances to help his entertainment. The enemies struck with the effects of this spell start to dance and sing along.

* Causes ENTRANCE, Everyone targeted must make a DC 14 Constitution roll to resist, lasts for up to 5 rounds. Once hit, the ENTRANCE is broken.

#### Shadow's Fury (Ranged)

Tendrils extend and shoot from shadows of Orthrax's choosing to whip at an enemy of his choosing.

* 30 ft range, 1d12 +5 Shadow Magic Damage

#### Orin's Last Farewell (Last Stand)

Chains of Shadow burst from Orthax’s back as they stake themselves into their opponent(s). Holding the enemy(ies) in last defense of their comrades. Draining their opponents of any and all buffs and losing theirs.

* Deals 1d12 +6 +5 | 1d12 +11 shadow damage per chain, removes buffs, DC 15 Strength check or target is GRAPPLED.