Tukka Slipback

Biases

Positive Biases

She favors those that are within the Enclave Faction. This bias triggers for anyone who is rank 1 or more in the Enclave faction.

Negative Biases

She favors female presenting characters. This bias triggers based on how the character presents themselves rather then their sex.

Combat Strategy

Tukka ambushes from above or below, uses hit-and-run tactics, and vanishes into murky terrain. She's often scouting for weak points or sniffing out traitors to the Enclave.

Personality traits

Tukka is sly, alert, and fiercely territorial, with a dry sense of humor and a habit of blinking slowly when annoyed.

Ideals

Tukka believes survival is earned through adaptability and cunning, and that tradition should never outweigh practical advantage.

Bonds

Tukka is fiercely loyal to her clutchmate, Zib, who once saved her from a Town Watch ambush, and she would risk everything to return the favor.

Flaws

Tukka’s overconfidence in her agility and instincts often leads her to underestimate complex threats or dismiss careful planning.

She is dressed in noir detective fashion, she exudes an air of shadowy intrigue. With glossy, observant eyes set in weathered, earthy skin, she wears a battered fedora and a dark trench coat pulled high at the collar, concealing much of her expression beneath layers of secrecy. Her demeanor is calm but alert, a creature shaped by long nights in rain-slicked alleys and dimly lit investigations. Equal parts stoic and enigmatic, she seems like a figure who uncovers truths others fear to confront—an amphibious gumshoe in a world steeped in secrets.

Current Location
Species
Year of Birth
100 SE 13 Years old
Circumstances of Birth
Not born Awakened
Birthplace
Near Camp Hope
Children
Pronouns
She/Her/Hers
Sex
Female
Gender
Female
Presentation
Female
Eyes
Dark Olive
Hair
None
Skin Tone/Pigmentation
Green
Height
4'
Weight
95#
Aligned Organization

Tukka Slipback

Medium Animyst: Frog, Clawrunners Initiate, Neutral Good

Armor Class 16
Hit Points 75
Speed: 30 Feet Swim: 30 Feet Climb: 20 Feet

STR

12
( +1 )

DEX

20
( +5 )

CON

16
( +3 )

INT

10
( +0 )

WIS

14
( +2 )

CHA

8
( -1 )

Saving Throws DEX +7 and CON +5
Skills

Perception +4, Stealth +8, Survival +5

Damage Resistances Poison
Condition Immunities Diseased
Senses

Passive Perception 14

Darkvision 60 feet

Languages English, Spanish
Challenge Rating CR 3 (700xp)
Proficiency Bonus +2

Ideals

Tukka believes survival is earned through adaptability and cunning, and that tradition should never outweigh practical advantage.

Bonds

Tukka is fiercely loyal to her clutchmate, Zib, who once saved her from a Town Watch ambush, and she would risk everything to return the favor.

Flaws

Tukka’s overconfidence in her agility and instincts often leads her to underestimate complex threats or dismiss careful planning.

Suggested Environments

The Enclave


Sticky Tongue

(Recharge 5–6): Tukka lashes out with her tongue (30 ft). On a hit, the target must make a DC 14 Strength save or be pulled 15 feet and restrained until the end of Tukka's next turn.

Amphibious.

You can breathe air and water.

Standing Leap.

You can use Dexterity (Athletics) instead of Strength (Athletics) when jumping. You are considered having moved 10 feet before performing any jump. You also have advantage with Athletics and Acrobatics checks when jumping.

Actions

Poisoned Darts

Ranged 60 feet, +3 to hit, 1d8+1 piercing damage

When hit the target must succeed on a DC 13 Constitution save or be poisoned for 1 minute.


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