Belen Thul, a Deep Gnome (Svirfneblin) Gnome Blood Hunter — D&D 5e NPC portrait
#0282

Belen Thul

"Dust-Eye"

Male, he/him · Middle-aged, approximately 87 years

Ability Scores

STR
10
+0
DEX
16
+3
CON
14
+2
INT
17
+3
WIS
13
+1
CHA
8
-1

Combat

Armor Class
15
Leather armor + Dex modifier
Hit Points
42
Hit Dice: 5d8
Initiative
+3
Speed
25 ft.
Proficiency
+3
Passive Perception
14

Attacks

Rapier (Crimson Rite: Dawn active)+61d8+3 piercing + 1d6 radiant
Hand Crossbow+61d6+3 piercing

Personality

Personality

Speaks in the measured, careful cadence of someone who once briefed generals, always choosing his words like he's defusing a trap. He bows slightly before addressing anyone — living or dead — and keeps a pocket full of polished stones to leave as offerings at unmarked graves. When nervous, he taps his temple twice with his index finger, a old Vanguard salute meaning 'I'm still here, hold the line.'

Ideal

Duty transcends death. Those who served under your command remain your responsibility, even when their service has ended.

Bond

The two hundred names inscribed in blood on the inside cover of the Sanguine Atlas — his battalion, his friends, his unfinished equation. He will find them rest, even if it costs him everything.

Flaw

He cannot bring himself to destroy undead, even malevolent ones, without first attempting conversation and offering them release. This has nearly killed him four times.

Backstory

Belen 'Dust-Eye' Thul once commanded the Svirfneblin Iron Vanguard with the precision of a clockmaker — every formation a calculated risk, every maneuver a theorem proven in blood and stone. War was mathematics. Victory was inevitable if you controlled the variables. Then came the day the necromantic pulse rolled through the Twilight Catacombs like poison fog, and in seven heartbeats, his entire battalion became shadows tethered to nothing. No screams. No final words. Just the sudden, terrible absence of two hundred souls who trusted him to bring them home. The Iron Council ordered the tomb sealed — a clean solution, they said, a necessary sacrifice. Belen refused. He stole the Sanguine Atlas from the Royal Arcanarium, a bleeding tome that charts the paths between life and death, and fled to the surface world with treason branded on his name and the weight of two hundred ghosts on his conscience.

He does not hunt the dead. He tends them. Every night, Belen uses his own blood to inscribe the names of his lost soldiers onto his rapier's blade, tethering their spirits to the silver so they don't wander the cold Underdark alone. He speaks to them in the old battle-cant of the Vanguard, asks their opinions on his research, apologizes when his hands shake too much to write clearly. He has spent three years searching for a way to give them rest — not destruction, but peace. The surface world finds him strange: a deep gnome who bows politely before every spirit he encounters, who treats necromancy like a medical discipline, who bleeds himself methodically and thanks his own veins for their service. He keeps meticulous notes in the margins of the Atlas, cross-referencing folklore with arcane theory, and he has begun to suspect that the cure he seeks may require him to become the very thing he fears most — a door between worlds, held open by his own dying breath.

Abilities & Actions

Crimson Rite: Dawn (1/rest, bonus action)

Belen cuts his palm and coats his rapier in silvered hemocraft, causing it to glow with pale moonlight radiance. The blade deals an additional 1d6 radiant damage on hit. This effect lasts for 1 hour or until Belen falls unconscious. Activating the rite costs 5 hit points (this damage cannot be reduced). The radiant glow sheds bright light in a 10-foot radius and dim light for an additional 10 feet — he often uses this as a reading light.

Blood Maledict: Binding Tether (3/rest, bonus action)

Belen speaks the name of one of his fallen soldiers and uses his blood to tether a hostile undead or fiend within 30 feet. The target must succeed on a DC 14 Wisdom saving throw or have disadvantage on attack rolls against creatures other than Belen until the end of his next turn. Amplify (costs 5 HP): The target is also restrained until the end of Belen's next turn as ghostly chains of silver blood wrap around it. Belen often whispers apologies to the spirit he summons.

Vanguard Protocols (recharge 5-6)

When Belen or an ally within 10 feet is targeted by an attack, he may use his reaction to shout a tactical command in Svirfneblin battle-cant. The targeted creature gains a +2 bonus to AC against that attack as the translucent form of a helmeted gnome soldier briefly manifests to deflect the blow. Belen winces visibly each time, as if the effort costs him more than blood.

The Atlas Bleeds Counsel (1/day, 10 minutes)

Belen opens the Sanguine Atlas and lets his blood drip onto its pages. The book absorbs the blood and writes a short answer (no more than 25 words) in crimson ink regarding the location, nature, or weakness of undead creatures within 1 mile. The answer is cryptic but never misleading. The book occasionally includes tactical diagrams in the margins that match Belen's old command style.

Palliative Exorcism (1/rest, 1 action)

Belen touches an undead creature and offers it release. The target must succeed on a DC 14 Charisma saving throw or become paralyzed as Belen attempts to sever the necromantic threads binding it to unlife. At the start of the target's next turn, it may repeat the save. On a failure, if the undead has 30 or fewer hit points, it is destroyed peacefully — its form dissolving into gentle silver motes. Belen always whispers 'Your watch is ended' as the spell completes. If the creature succeeds on either save, this ability cannot be used on it again for 24 hours.

DM Notes

Belen's voice is soft and precise, like a librarian explaining a particularly delicate manuscript. He gestures with his blade when making a point, completely unaware that this looks threatening — to him, it's just a well-lit pointer. When he meets undead, his opening line is always a polite variation of 'Forgive the intrusion, but do you remember your name?' He reacts to violence with tactical calm, calling out positioning advice to allies mid-combat ('Three steps left, cover the flank, mind the shadow'). His tell when he's truly afraid: he stops talking entirely and starts writing in the Atlas with shaking hands. He will absolutely derail a dungeon crawl to perform funeral rites for a skeleton he finds in a corner. His deal-breaker: anyone who desecrates the dead for profit or sport. He has killed three necromancers, and each time he wept while doing it. If players earn his trust, he'll start reading his nightly letters aloud — one-sided conversations with his lost battalion that are heartbreaking and strangely hopeful.