User:Varkarrus/Tawny
{{stub}}Incomplete. See the 5e Creature Design Guide if you need help.
The Tawny Bandit
Small humanoid (Lopunny), chaotic neutral Armor Class 13 (5e SRD:Leather Armor)
Skills Animal Handling +3, Medicine +3, Perception +3, Persuasion +4, Stealth +4, Survival +3 Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Traumatic Origins: You have disadvantage on saving throws against being frightened. Burst of Speed: When you take the dash action, you can move an additional 10 feet. Leg Up: You have proficiency with using your legs to perform unarmed strikes. If you hit with them, you deal 1d4 bludgeoning damage + your Strength or Dexterity modifier, whichever is higher. Cute Charm: You have proficiency in the Persuasion skill. Limber You have advantage on saving throws against being paralyzed. Heightened Hearing Whenever you make a Wisdom (Perception) check that involves hearing, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Avian Companionship Has a pet ~~bird~~ cat with wings. Cat's stats are equivalent to a Hawk, except with 10 hit points and 15 AC. Scouting Mission As a Falconer, you are also able to send your cat companion to scout ahead of you for treasure or danger. While you are not in combat, you can choose to send your bird companion on a scouting mission. At the 1st level, you have the ability to vaguely understand the messages that your cat companion attempts to give to you. ACTIONSHand Crossbow. Ranged Weapon Attack: +2 to hit, reach 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Kick. Melee Attack: +2 to hit, 5 ft reach., one target. Hit: 4 (1d4+2) bludgeoning damage.
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Scars of Conception Marked as a victim of arcane or physiological anatomization. Familiar with the layout of laboratories in the most general sense, and know the function (if not the names) of laboratory equipment such as athanors, alembics, pressure chambers, electric baths, blood transfusion machines, or exotic arcane surgery tools. Inventory A backpack, a set of common or traveler's clothes, a sack, a lantern, two flasks of oil, a crowbar, a waterskin, a (tiny) bedroll, incomplete lab notes on the experiment, 5 goldpieces and 10 feet of hempen rope. A hand crossbow with 25 bolts. Two daggers. leather armor. a falconry kit. an explorer's pack. |