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Black Marmot

Black Marmot

Small halfling Rogue, Thief, Bryce Dallas Five , Neutral

Armor Class 16
Hit Points 73
Speed 30ft

STR
10 0
DEX
20 +5
CON
15 +2
INT
13 +1
WIS
8 -1
CHA
13 +1

Saving Throws Dex, Int
Skills Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Languages Common, Thieves Cant, Halfling
Challenge 10


Description

Carried Gear (PHB, p. 143): leather armor (AC 11), two (2) daggers, shortbow and 20 arrows, thieves' tools (lockpicks, small file and pliers, tiny mirror), belt pouch, set of common clothes, a small knife, map of home city, pet mouse, token from parents. (This load is about 30 lbs.; add 1 lb. per 50 coins carried.)   Magic Items (DMG p. 135) • +3 magic rapier • horseshoes of speed • potion of diminution • potion of force resistance • 3 potions of healing (2d4+2 hp)   (a) Item attuned to character.     Coins & Gems: 734 gold pieces (gp 60 silver pieces (sp 4 copper pieces (cp 4 gems (worth 100 gp each



• Proficiency Bonus: +4 • Armor: light armor • Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword • Tools: disguise kit, thieves' tools • Saving Throws: Dexterity, Intelligence • Skills: Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth • Languages: Common, Thieves' Cant, Halfling
    Lightfoot Halfling Traits [PHB p. 26]
  • Age: 52 years old   • Small Size (2' 11", 39 lbs.)   • Brave (adv. fear saves)   • Halfling Nimbleness (through occupied spaces)   • Lucky (reroll 1s on d20s)   • Naturally Stealthy (hide behind others)
    Rogue Class Features [PHB p. 94]
  • Expertise (prof. noted with **)   • Sneak Attack (+5d6)   • Thieves' Cant (slang speak in code)   • Cunning Action (Dash, Disengage or Hide)   • Fast Hands (Cunning Action Sleight Of Hand, thieves' tools, use object)   • Second-Story Work (fast climb, double jump distance)   • Uncanny Dodge (use reaction for half damage vs. attack you can see)   • Evasion (area effect half or no damage)   • Supreme Sneak (adv. on Stealth if half move)


Actions

+3 Magic Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft. Hit: 1d8+8 piercing damage.
  Shortbow. Ranged Weapon Attack: +9 to hit. Hit: 1d6+5 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)
    Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. 1d4+5 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
    Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.


 
Children

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