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Spoiler warning: The following content contains unhidden spoilers for Act 2. |
Squire is an undead NPC found in Act Two. found in Ketheric Thorm's room on the first floor of Moonrise Towers.
Squire | |||||||||||||
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Level 5 | |||||||||||||
Information | |||||||||||||
Title | The General's War-Hound | ||||||||||||
Race | Undead | ||||||||||||
Family | Isobel, Ketheric Thorm, Melodia Thorm | ||||||||||||
Undead | |||||||||||||
Stats | |||||||||||||
Size | Small | ||||||||||||
Type | Undead | ||||||||||||
Hit points | 47 | ||||||||||||
Weight | 14 kg ( lb) | ||||||||||||
Initiative | +1 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +3 | ||||||||||||
Saving throws |
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Resistances | |||||||||||||
Immune | Poison | ||||||||||||
Vulnerable | Bludgeoning | ||||||||||||
Features | |||||||||||||
| Can make an additional free attack after making an unarmed or weapon attack. | ||||||||||||
| Automatically attack an enemy moving out of reach | ||||||||||||
| Advantage on Attack Rolls against a target if one of its allies is within 3m/10ft of the target and isn't incapacitated |
Background
Squire was the Thorm family dog in life. He died the same night as Isobel while trying to protect her, a fact he now only vaguely remembers. Ketheric, as part of his desperate alliance with Myrkul to restore his lost family, revived Squire. He now serves at the right hand of the undead general as a filigreed skeleton, as loyal as he was in life.
Interactions
Squire can be initially encountered patrolling in Ketheric's bedroom within Moonrise Towers. If the player received the and can , Squire will recognize the scent of the Selûnite magic and remark that the player smells familiar.
If the player lets Squire smell them, the undead hound describes the scent with nostalgia, saying that the tower's current odor is "wrong." The skeletal dog subsequently inquires into the player's motives. The player can report that they "only want to stop the Absolute," to which Squire says his loyalties are strictly to Ketheric, not the Absolute, and lets the party pass peacefully.
Alternatively, Squire can be pacified using a Persuasion or Intimidation ability check.
If the interacting character carries Scratch's Ball, they can let Squire sniff the ball. He will recognize that the ball isn't his, but wistfully remark that whichever dog owns the ball seems comfortable and happy.