Small Humanoid (Halfling), Any Alignment
Armor Class 16 leather
Hit Points 84 (12d6)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
13 (+1)
INT
12 (+1)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws STR +4, DEX +8
Skills Acrobatics +12, Animal Handling +6, Athletics +4, History +5, Insight +6, Nature +5, Stealth +12
Senses Blindsight 10, Darkvision 150, Passive Perception 12
Languages Common, Giant, Halfling, Telepathy 30ft, Thieves' Cant
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Stout Resilience. Halflings have an advantage on saving throws against poison and against being frightened, and they have resistance to poison damage.

Halfling Nimbleness. Halflings can move through the space of any creature larger than they are.

LuckyWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
BraveYou have an advantage on saving throws against being frightened
Silent Speech. You can speak telepathically to any one creature you share a language with within 30 ft.
Primeval Awareness. As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Sneak Attack. 2d6[roll]2d6[/roll] Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with finesse or ranged weapon if you have an advantage on the attack roll. You don’t need an advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have a disadvantage on the attack roll.
Action Surge(Special). You can take one additional action on your turn. This can be used 1 time per short rest.
Dread Ambusher (Special). You add your WIS modifier (+2) to initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 ft., which lasts until the end of that turn. If you take the Attack action, you can make one additional weapon attack that deals an extra 1d8 damage of the weapon’s damage type on hit.
Fighting StyleYou adopt a fighting style specialty.
  • Blind FightingYou have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Favored Enemy. You have an advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
  • Humanoids. Humanoids are the main peoples of the world, both civilized and savage, including humans and a tremendous variety of other species.
  • Goblinoids
  • Humans
Natural ExplorerYou have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
  • Forest. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Fancy FootworkDuring your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Rakish Audacity.  You add your CHA modifier (-1) to your initiative rolls. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 ft. of it, no other creatures are within 5 ft. of you, and you don’t have a disadvantage on the attack roll.
 
 
Ranger Spells
Actions

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+4) Piercing damage.

Longbow. Ranged Weapon Attack: +8 to hit, Range 150/6005 ft., one target. Hit: 7 (1d8+4) Piercing damage.

Bonus Actions

Off hand Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+4) Piercing damage.

Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Giant’s Might. As a bonus action, you magically gain the following benefits, which last for 1 minute: 
  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
  • You have an advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 4 HP.

Two-Weapon Fighting. When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

 
Spells. Hunter's Mark(1st)
Reactions

Stone Rune. When a creature you can see ends its turn within 30 ft. of you, you can use your reaction to force the creature to make a WIS saving throw (DC:13). Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Cloud Rune. When you or a creature you can see within 30 ft. of you is hit by an attack roll, you can use your reaction to choose a different creature, other than the attacker, within 30 ft of you to become the target of the attack instead, using the same roll.
Spells. Absorb Elements(1st)

Description

Wild Halflings are found in dense forest islands, they live outside of civilization, and have been known to be cannibals at times. 

They usually are Gloom Stalker Ranger, Blind fighting/Rune Carver Fighters, And Swashbuckler Rogues. 

 

Feats

Dual Wielder., You add a +1 bonus to AC while you are wielding a separate melee weapon in each hand, can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, and can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Medium Armor MasterWearing medium armor doesn't impose a disadvantage on your Stealth checks. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a DEX of 16 or higher.
Squat NimblenessIncrease your STR or DEX score by 1. Increase your walking speed by 5 ft. You gain proficiency in the Acrobatics or Athletics skill, and you have an advantage on any Athletics or Acrobatics check you make to escape from being grappled.
  • Acrobatics
  • Dexterity Score

Monster Tags: NPC

Habitat: CoastalForestGrasslandHill

gothicshark

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