Gambro, the Figurine Keeper

Level 3 Human Warlock (The Figurine Patron (custom reflavor of the Fiend patron))

Available with DM subscription
STR
8 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
10
CHA
15 (+2)

Defense

Armor Class 15 (Studded leather (custom Hide-Skinned robes) + Dex)
Hit Points 17 (3d6 + 3 +1)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Wisdom, Charisma
Skills Arcana +3, Acrobatics +4, Animal handling +2

Features

The Figurine of Partoon

Custom (villain feature) Level 3
1/LaIR

As a Bonus Action, Gambro brandishes the figurine and issues a primal command. One dinosaur within 120 feet gains 10 temporary hit points and has advantage on its next attack roll, as the figurine's power floods it. Additionally, once per day he can cast Summon Primal Beast using a pact slot with the figurine as the focus. If the figurine is destroyed or taken from him, all dinosaurs under his command become hostile to him and he loses access to Summon Primal Beast.

Pact Boon: Pact of the Chain (reflavored)

Class (Warlock) Level 3

Gambro's pact manifests through the dinosaur figurine itself. He can cast Find Familiar without expending a spell slot, and his familiar can be a Tiny dinosaur-like creature (use Quasit or Imp statistics reflavored as a screeching lizard-hatchling) that he affectionately calls 'Little King.'

Tantrum

Custom (villain flaw) Level 3

Roleplaying hook: when visibly thwarted (a spell counterspelled, the figurine grabbed, a beast slain), Gambro must succeed on a DC 10 Wisdom saving throw or spend his turn recklessly attacking the nearest foe in melee with his dagger, ignoring his battle plan.

Magic Initiate (Wizard)

Feat (Sage background) Level 1
At will

Gambro knows the Wizard cantrip Acid Splash and the 1st-level spell Find Familiar, casting Find Familiar once per Long Rest (Intelligence-based, DC 11). He uses Find Familiar to scout in the form of a small lizard-bird.

Rift Escape

Custom (villain feature) Level 3
1/Day

When reduced below half his hit point maximum, Gambro tears open a small rift to Partoon (as Misty Step, but he vanishes entirely, leaving his beasts behind). He cannot use this while grappled or restrained.

Hide-Skinned

Custom (villain feature) Level 1

Gambro wears crude dinosaur-hide robes stitched by his cult, granting training with Light Armor and an AC of 15 (studded leather, 12 + 3 Dexterity).

Eldritch Invocations (Agonizing Blast, Repelling Blast)

Class (Warlock) Level 2

Eldritch Blast deals +3 damage per beam (Charisma modifier), and each hit creature is pushed up to 10 feet away from Gambro.

Alert

Feat (Sage background) Level 1

Gambro adds his proficiency bonus to Initiative rolls and can swap Initiative with a willing ally after rolling.

Pact Magic

Class (Warlock) Level 1

Gambro casts spells using Charisma; he has two 2nd-level spell slots that recover on a Short or Long Rest.

Human Versatility

Species (Human) Level 1
At will

Gambro has proficiency in one skill of his choice (Nature) and one origin feat (Alert).

Spellcasting

Charisma DC 13 +5 to hit Level 2: 2 slots

Warlock spells are always prepared. Gambro regains both 2nd-level slots on a Short Rest. His signature figurine serves as his spellcasting focus and as the focus component for Summon Primal Beast.

Eldritch Blast

Cantrip Warlock 3
enchantment Action 90 feet V, S

A beam of crackling green energy streaks toward a creature within range. Make a ranged spell attack; on a hit, the target takes 1d10 force damage. At level 5 this becomes two beams.

Minor Illusion

Cantrip Warlock 3
illusion Action Self (30-foot radius) S, M

Gambro creates a sound or an image of an object within range — often a distant dinosaur roar to panic foes.

Mage Hand

Cantrip Warlock 3
conjuration Action 30 feet V, S

A spectral hand appears; Gambro uses it to handle his figurine and small objects at range.

Hex

Level 1 Warlock 3
necromancy Bonus Action 90 feet V, S, M

Place a baleful curse on a creature: it takes an extra 1d6 necrotic damage when hit by Gambro's attacks and has disadvantage on one ability check of his choice. Concentration, up to 1 hour.

Arms of Hadar

Level 1 Warlock 3
evocation Action Self (15-foot radius) V, S

Dark tendrils erupt from Gambro in a 15-foot radius. Each creature in the area must succeed on a Strength saving throw (DC 13) or take 2d6 necrotic damage and be unable to take reactions until its next turn.

Hellish Rebuke

Level 1 Warlock 3
enchantment Reaction Self V, S

Reaction when damaged: the attacker is wreathed in flame and takes 2d10 fire damage on a failed Dexterity saving throw (DC 13).

Misty Step

Level 2 Warlock 3
conjuration Bonus Action Self V

Gambro teleports up to 30 feet to an unoccupied space he can see — his favorite escape when cornered.

Suggestion

Level 2 Warlock 3
enchantment Action 60 feet V, M

Gambro suggests a course of activity to a creature he can see. It must succeed on a Wisdom saving throw (DC 13) or pursue the suggestion. Concentration, up to 8 hours.

Summon Primal Beast

Level 2 Warlock 3 (custom, reflavored Summon Beast) Custom
conjuration Action 90 feet V, S, M (the figurine)

Gambro strokes the dinosaur figurine and calls forth a prehistoric beast (use the Summon Beast statistics, Land Spirit at 2nd level, reflavored as a small raptor). The beast obeys his commands and vanishes when the spell ends. Concentration, up to 1 hour.

Behind the character

Character Information

Gambro is a gaunt young man in his early twenties, all sharp elbows and wild energy, wrapped in crude robes stitched from dinosaur hide and hung with bone charms bearing the sigil of a figurine inside a clawed hand. His face is smudged with ochre and green war-paint, applied in childish streaks that make him look more like a boy playing at war than the lieutenant of an apocalypse. His eyes are his most unsettling feature: wide, bright, and perpetually half-focused on something no one else can see, usually the carved figurine he cradles like a doll and whispers to like a sibling.

He is cruel the way children are cruel, casually and without comprehension of consequence, and childish the way tyrants are childish, demanding and shrieking when the world does not obey. He names his favorite beasts, throws tantrums when thwarted, and speaks of reshaping the world into a prehistoric paradise with the sincere, unshakeable conviction of a true believer. He genuinely believes dinosaurs are the rightful rulers of creation and that humanity's age was an aberration, a mistake he has been chosen to correct.

Beneath the mania is a frightened orphan who was given, for the first time in his life, a purpose and a parent-shaped voice from beyond a rift. He clings to his master's approval the way he clings to the figurine, and he cannot bear the possibility that he is not a king but a pet. In battle he stays at range, directing his beasts with the figurine and raining green eldritch blasts, but when cornered his plans dissolve into reckless, flailing violence. He is, ultimately, a small and pitiable creature wielding an enormous and terrible gift.

Before the adventure

Character Background

Gambro was born in the shadow of the Verdant Ruins before they earned that name, an unwanted child left at the doors of a scholar's outpost near the old temple of a forgotten god. He spent his earliest years in an orphanage where silence ruled and punishment was arbitrary, and he coped the only way he could: by inventing monsters as friends. He drew lizards and great birds on every surface, roared at the other children, and was beaten for it.

When a traveling researcher named Theron arrived to catalog the temple carvings, he found a feral boy scratching dinosaur shapes into the dust and, out of a mixture of pity and academic curiosity, took him on as an assistant.

Theron taught him letters, calligraphy, and the rudiments of portal theory from the temple's ancient carvings. Gambro was a mediocre student but a brilliant obsessive; where Theron saw mythology, Gambro saw instruction manuals. The carvings spoke of Partoon, a dimension of primeval life, and of figurines that could bind its beasts to a mortal's will. Theron dismissed this as religious metaphor. Gambro did not.

The years passed. Gambro grew into a strange, friendless young man with one skill, animal handling, and one dream, a world of dinosaurs. Then came the night everything changed. Something reached across the veil from Partoon, something that had been watching the boy who talked to lizards. It offered him a figurine carved of bone and green stone, and it spoke to him with the warm, patient voice of a parent he had never had. It told him he was chosen. It told him the age of mammals was an error to be corrected. It told him, and he believed.

Gambro used Theron's half-learned portal magic to tear the first rift, and the Awakening began. Beasts poured through. Cities burned. Theron fled into the wilderness, and Gambro, hurt more by the abandonment than by any army's resistance, declared his old tutor a traitor and set his raptors to hunt him. He founded the Clawed Hand from survivors and fanatics, dressing them in bone charms and dinosaur-hide, and retreated to a hidden lair in Partoon itself, where the figurine's power is strongest.

Since then he has ruled his growing horde like a child-king: naming his favorite velociraptors, holding court with a hatchling familiar perched on his shoulder, executing cultists who bore him and rewarding those who amuse him. His master's voice comes less often now, and the figurine has begun whispering in a voice he does not recognize, but Gambro refuses to hear anything that might mean he is not beloved. He knows Mira keeps a portal his master did not sanction, knows Theron carries knowledge that could unmake him, and knows, somewhere beneath the paint and the tantrums, that the world he is building has no place in it for anyone who might one day leave him. That knowledge is the one beast he cannot command, and it hunts him in every quiet moment.

Threads to follow

Unresolved Plots

  • Gambro has begun hearing the figurine whisper back to him in a voice that is not his master's, and he hides this from everyone, unsure whether it is a gift, a test, or a rival entity waking inside the carving.
  • One of his senior cultists, Sister Vesh, has been copying the figurine's sigil onto her own charms, attempting to siphon its power and potentially create a rival Keeper within the Clawed Hand itself.
  • A pack of raptors in the eastern ruins has stopped responding to the figurine's commands entirely, roaming wild, which suggests something in the ruins is jamming or consuming the figurine's influence.
  • Gambro's coded map fragment shows six other figurines scattered across unknown realms, and one of the six has reportedly already been claimed by someone else, a rival servant his master has never mentioned to him.
  • Theron's research notes contain a page Gambro has never seen, hinting that the figurine's power can be permanently destroyed only inside Partoon, by the hand of the one who carved its housing, which means Theron must die or be turned.

Beneath the surface

Secrets

  • Gambro was an abandoned orphan child whom Theron took in out of guilt; the apocalypse began on Gambro's birthday, a coincidence he interprets as the world giving him a gift.
  • He secretly talks to Little King about running away from the master and keeping only a small, quiet paradise, revealing that his loyalty is not as absolute as he pretends.
  • Gambro does not actually know how to open portals to Partoon without the figurine; his 'knowledge of portal magic' is a half-remembered copy of Theron's lessons, and he is terrified of being discovered as a fraud.

What haunts them

Fears

  • That his master considers him disposable and will feed him to the beasts the moment the seven figurines are gathered.
  • That Theron was right all along and that he destroyed the only person who ever genuinely cared for him.
  • Being alone in silence, without the figurine or Little King, because silence was the sound of the orphanage he escaped.

What drives them

Aspirations

  • To ride a titanic tyrant king of dinosaurs through the ruins of every city that ever scorned him, crowned in feathers and bone.
  • To be named heir by his master and inherit all seven figurines, ruling Partoon as a true king rather than a Keeper.
  • To build a walled paradise where he, Little King, and the 'good' dinosaurs live forever, and where no one ever leaves him.

Personal quest · 1

The Master's Next Gift

Gambro believes his master intends to reward him with a second figurine, one that commands beasts of the sky. He dispatches his cult to gather components and sacrifices for a ritual of ascension, sending coded orders through bone charms scattered across the Verdant Ruins. The quest intertwines with the party's investigation, as intercepting the letters reveals both the cult's network and the existence of six other figurines. Gambro's childish greed drives him onward even as the ritual's true cost becomes clear: the master demands a sacrifice Gambro loves, and Little King's name is written in the runes.

Current Stage

Gambro sends cultists to recover a wax-sealed letter from the Grambella chapel strongbox naming the Keeper and Partoon.

Mechanical Rewards
  • If he accepts, Gambro gains the ability to cast Summon Primal Beast twice per day; if he refuses, he permanently loses Rift Escape
Narrative Rewards
  • Gambro learns the truth of the master's plans for him

Personal quest · 2

Hunt the Traitor Theron

Theron knows too much: the carvings, the portal magic, and a secret entrance into Partoon that bypasses the figurine's wards. Gambro cannot rest while his old tutor breathes, and his tantrums grow worse with each failed hunt. This quest sends his raptors and cultists against Theron, colliding directly with the party's protection of their guide. If Gambro captures Theron, he must decide whether to feed him to his beasts or force him to carve a second figurine.

Current Stage

Raptor packs sweep the Awakening Cave and Crossroads hunting Theron.

Mechanical Rewards
  • Capturing Theron alive grants Gambro a permanent +1 to Charisma (the master's approval); killing him instead grants a one-time use of a 3rd-level spell slot
Narrative Rewards
  • Gambro reclaims the only person who knew him before the figurine

Personal quest · 3

Break the Witch's Door

Mira's portal is the only door to Partoon that Gambro does not control, and its existence terrifies him. If the party reaches it, they can invade his master's realm, and if the witch uses it for her own schemes, she rivals his master's design. Gambro plans to corrupt the captive dinosaur that powers the portal, turning Mira's own engine against her and collapsing the doorway forever. The assault brings him into open conflict with the party at the worst possible moment.

Current Stage

Cult scouts map the glade's defenses and the hut on chicken legs.

Mechanical Rewards
  • If the portal is corrupted, Gambro gains the ability to open small rifts at will (Rift Escape becomes 3/Day); if he fails, his figurine cracks, dropping his spell save DC to 12
Narrative Rewards
  • Gambro proves, to himself, that he is more than a servant

Major Decision

Context

The master's ritual demands Little King as the price for a second figurine's power.

Choice Made
Sacrifice Little King for ascension, or refuse and conceal the refusal from the master.
Impact

Accepting grants Gambro a permanent +2 bonus to his figurine's temporary hit points and a second daily use of Summon Primal Beast, but Little King becomes bound to the master's will and may be commanded to spy or fight against him.

Major Decision

Context

Gambro has Theron at his mercy before the cult's altar.

Choice Made
Execute Theron as a traitor, or spare and recruit him to carve a second figurine.
Impact

Executing Theron permanently closes the secret-entrance plot line and hardens Gambro (Rift Escape becomes unusable as his desperation grows, but his Eldritch Blast damage increases by 2). Sparing him leaves a living witness who can either betray Gambro to the party or become his first genuine step toward redemption.

Major Decision

Context

Gambro stands before the chained dinosaur that powers Mira's portal, figurine in hand.

Choice Made
Corrupt the captive dinosaur to turn the portal against Mira, or destroy the portal and lose his only personal escape route from Partoon.
Impact

Corrupting the dinosaur makes the glade battle harder for the party but leaves Gambro with a corrupted beast servant and a cracked portal; destroying it earns the master's displeasure, stripping Gambro's Hellish Rebuke permanently but preserving Mira's portal, which Gambro may secretly plan to use for himself someday.

Transformative Moment

Trigger

Learning the master demanded Little King as the ritual sacrifice

Transformation

Gambro's childlike loyalty fractures into either desperate defiance or hollow denial, redefining his villainy or opening a redemption path.

Mechanical Changes

Transformative Moment

Trigger

Being confronted with Theron's genuine grief and apology

Transformation

He must choose between the fantasy of the master's approval and the reality of the only person who loved him.

Mechanical Changes

Transformative Moment

Trigger

Losing the figurine in battle

Transformation

Stripped of his power and his beasts' obedience, Gambro becomes either a broken coward or, rarely, a free man for the first time in his life.

Mechanical Changes

Ally

Theron the Survivor

Relationship former mentor, now traitor
Influence 0/10
Loyalty 15/10

Shared History

Theron was Gambro's tutor and assistant in the years before the apocalypse, a scholar who studied the old carvings of Partoon and unknowingly taught his young protege the portal magic that would doom the world. When Gambro received the figurine from his unseen master, Theron helped carve its housing and initial binding runes, believing he was cataloging an artifact, not arming a tyrant. On the night of the Awakening, Theron watched Gambro open the first rift and release the beasts, and he fled rather than stop him, an act of cowardice that has haunted him ever since.

Gambro considers Theron a traitor who abandoned the paradise he was building, and has sent raptor packs to hunt him down, partly for revenge and partly because Theron alone knows a secret entrance into Partoon that bypasses the figurine's wards. Theron, for his part, seeks redemption by guiding anyone strong enough to destroy what he helped create.

Potential Breaking Points

  • Theron could betray the party to save his own life
  • Gambro could offer Theron reinstatement as his assistant
  • Theron's guilt could drive him to a suicidal strike against Gambro

Ally

Little King (familiar)

Relationship familiar and confidant
Influence 0/10
Loyalty 90/10

Shared History

Little King was conjured by Gambro's first successful pact with the figurine's power, a Tiny dinosaur-hatchling familiar that has been his constant companion for three years. Gambro talks to it constantly, confiding plans, grievances, and tantrums as though it were a sibling, and it screeches warnings when enemies approach, feeding his Alert reflexes. The creature is genuinely loyal, but it is also the figurine's spy: through it, Gambro's master watches everything he does, a truth Gambro suspects but refuses to examine. If Little King is slain, Gambro's composure shatters.

Potential Breaking Points

  • Little King reports to the master
  • Killing it triggers a berserk tantrum
  • It could be turned against him by a stronger pact-magic user

Enemy

Mira, the Forest Witch

Threat Level 3/10
Conflict Type rival

Personal Stakes

Mira is the single greatest obstacle between Gambro and total victory, and he hates her with a childish, burning intensity. Her portal to Partoon is the only known doorway into his master's realm, and if outsiders reach the figurine, everything he has built burns. Worse, Mira knew him before his ascension: she once caught him stealing tomes from a scholar's caravan and let him go with a warning and a mocking rhyme he has never forgotten.

He believes she hoards magic that should belong to the rightful rulers of the world, and he has sworn to chain her in her own hut and feed her to his pteranodon. Their confrontation at the glade is the climax of Act I.

Possible Resolutions

  • Defeat her in magical combat and seize her portal
  • Trick the party into attacking her glade
  • Steal the captive dinosaur that powers her portal

Faction

The Clawed Hand

Standing 75/10

Influence

The Clawed Hand is the cult Gambro founded and leads, and his authority over it is absolute but fragile. Every cultist wears a bone charm bearing the sigil of a figurine inside a clawed hand, and they treat Gambro as a prophet-king, feeding his childish ego and cleaning up his tantrums. In return, he grants them scraps of the figurine's power and promises of a world where the faithful will ride dinosaurs as gods.

The cult supplies his hide robes, his lair's defenses, and his sacrificial victims, but several senior members whisper that their Keeper is a fool who wastes the master's gifts. If Gambro is ever seen losing control of his beasts, the cult's loyalty will fracture, and its remnants may seek a new Keeper among themselves.

Obligations

  • Sacrifice captives to feed the figurine's hunger
  • Guard the bone-charm supply routes through the Verdant Ruins
  • Never speak the master's name aloud

Benefits

  • A pack of devoted cultists who fight and die for him
  • Access to hidden shrines and supply caches across the ruins
  • Ritual knowledge of portal magic

Ready to Unleash Your Character's Full Potential?

Join thousands of players and create rich, detailed character backgrounds with Fable Fiesta!

Register to unlock personal quests, relationships, and narrative hooks!

Sign Up Now - It's Free!

No credit card required. Start creating in minutes!