Eshu Nasreddin

"No foe is as fearsome as your nightmares - nor any allies fiercer than the nightmares of your foe."


Eshu Nasreddin
Race: Human
Class: Wizard (Illusionist)
Level: 2
Arcane Implement Mastery: Orb of Deception
Alignment: Chaotic Good
Background: High Imaskar, Society – Wealthy, Early Life – Child Prodigy,
Accursed Lineage, Dark Apprenticeship, Parentage – Impoverished, Bluff class skill

Languages: Common, Deep Speech

Str 8
Con 12
Dex 10
Int 18
Wis 12
Cha 16

AC: 16
Fort: 14
Reflex: 17
Will: 19
HP: 26
Surges: 7
Surge Value: 6

Resist 5 Necrotic

History +10
Arcana +10
Diplomacy +9
Insight +7
Bluff +9

Acrobatics 1, Perception +2, Dungeoneering +2, Religion +5, Endurance +2, Stealth +1,
Heal +2, Streetwise +4, Intimidate +4, Thievery 1, Nature +2, Athletics 0

Wizard: Ritual Caster
Human: Phantom Echoes
Level 1: Arcane Familiar: Spectre
Level 2: Superior Implement Mastery: Imaskari Crystal Orb

Senses: Darkvision
Speed: Fly 6 (hover)
Constant Benefits:
You gain a +4 bonus to monster knowledge checks to identify undead creatures.
You gain resist 5 necrotic.

Active Benefits:
Incorporeal: The spectre has phasing and does not provoke opportunity attacks.
Undead: The spectre is immune to necrotic damage.

Bonus At-Will Power: Winged Horde (Berbalang Cloud)
Wizard at-will 1: Nightmare Eruption
Wizard at-will 1: Phantom Bolt
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Phantom Chasm
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Spectral Image
Wizard utlity 2 Spellbook: Familiar Harrier

Fine Clothing (Imaskari)
Basic Clothing (Commoner)
Shimmering Robes +1
Imaskari Crystal Orb (Fragment of the Great Work)
Kris (Imaskari Ceremonial Dagger)
Adventurer’s Kit
Underdark Mushroom Wine (1 Bottle)
Fine Tent
Bone Flute
Jade Flute of the Dancing Satyr
Scrolls: Arcane Lock, Hand of Fate, Mordenkainen’s Ascent, Phasing, Summon Winds

Comprehend Language
Last Sight Vision



Eshu was born in the tower-city of Skyclave to unimpressive parentage. His talents at illusion were noticed early on in this arcane place: the eccentric nobleman and high wizard Ashoun became Eshu’s sponsor and mentor. He put Eshu through school and taught him further lessons at home – lessons which became increasingly dark and manevolent. Eventually Eshu was sent on a sojourn to the Shadowfell to collect an arcane spell component. The risk of his never returning was high: this was his master’s final test of his abilities. If he survived, he was worth the investment. If he died, he was a waste. Eshu survived, but returned without the component. Instead, he brought back an unexpected friend: his shadow.

Ashoun’s rage at Eshu’s failure to procure the component was counterbalanced by his curiosity about Ehsu’s spectral companion. Ashoun’s experiments turned towards necromancy. This did not remain a secret for long. A household servant informed the Imaskari authorities and Ashoun was sentenced to death for practicing the forbidden arts of Deep Imaskar. His estate was raided, his possessions seized, and his talented mentee was under deep suspicion. Bereft of house and home and viewed with hostility by his classmates and fellow citizens, Eshu was unwilling to simply await arrest – or worse. He left Skyclave in the dead of night.

Eshu now seeks to better the name of High Imaskar in Faerun. Skilled in the dark arts of illusion and terror – and even the beginnings of necromancy – he now seeks to use these powers against those who would unleash them on the world. In Ashoun’s libraries he read hints of Old Imaskari artifacts still extant in Faerun; a trail of clues suggested they might remain in the vicinity of the Star Mountains. Now Eshu heads west across the Sea of Fallen Stars to the shelter of the Gray Vales.


Eshu is a tall gaunt man with a lustrous black beard which belies his obvious youth. His skin is pale, almost transparent, and has the gentle pebbling which separate Imaskari from other humans. He wears a long black coat in High Imaskari style, woven of black thread that shimmers faintly silver as it shifts in the light. It is high-collared, stiff-buttoned, and faintly morbid. Beneath he wears comfortable silks and fine cottons – Ashoun’s riches were not inconsiderable. His alternate clothes are lithe and dark as well, of dark greys and blacks and not ostentatious. His eyes glitter like shattered diadems, black yet flecked with blue. His orb is a simple crystal sphere within which burns a subtle blue flame. His manner is reserved at first, but his pale face lights with easy laughter when amused and he enjoys telling stories and amusing tales. He is not above utilizing the mystical, austere demeanor of Imaskari stereotype when convenient; however, Eshu stands in contrast to the general temperament of his countrymen, and he enjoys that fact.


Eshu is an orisha [and] has a wide range of responsibilities: the protector of travelers, deity of roads, particularly crossroads, the deity with the power over fortune and misfortune, and the personification of death: a psychopomp.

Nasreddin is a fictional legendary satirical Sufi figure who is believed by some to have existed during the Middle Ages. [He] was a populist philosopher and wise man, remembered for his funny stories and anecdotes.

*Both fall under the category of “Trickster Gods”.

Eshu Nasreddin

A Dance with Shadows anzam