Small Humanoid (Halfling), Neutral
Armor Class 18 (studded leather, shield)
Hit Points 110 (20d6 + 40)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
9 (-1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +3, DEX +7
Senses Passive Perception 15
Languages Common, Elvish, Goblin, Halfling, Sylvan, Telepathy (30 ft.) with a creature that shares a language
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Additional Proficiencies. Merric is proficient with the Horn.

Brave. Merric has advantage on saving throws against being frightened.

Cavalry Training. When Merric hits a target with a melee attack while mounted, his mount can use its reaction to make one melee attack against the same target.

Favored Foe (3/Long Rest). When Merric hits a creature with an attack roll, he can mark the target as his favored enemy for 1 minute or until he loses concentration. The first time on each of his turns that he hits the favored enemy and deals damage to it he can increase that damage by 3 (1d6).

Halfling Nimbleness. Merric can move through any larger creature’s space.

Land’s Stride. Moving through nonmagical difficult terrain costs Merric no extra movement and he can pass through nonmagical plants without being slowed by them or taking damage from them. He has advantage on saving throws against magically created or manipulated plants that impede movement.

Lucky. When Merric rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the d20 and must use the new roll.

Mounted Combatant. While Merric is mounted and not incapacitated he has advantage on melee attacks against any unmounted creature that is smaller than his mount, can force an attack targeting his mount to target him instead, and if his mount is subjected to an effect that allows it to make a DEX save to take only half damage it instead takes no damage if it succeeds and only half damage if it fails.

Ranger’s Companion. Swiftfeather obeys Merric’s commands and takes its turn on his initiative. On his turn Merric can command Swiftfeather where to move (no action required).

Ring of Feather Falling. If Merric falls, he descends 60 feet per round and take no damage from falling.

Actions

Multiattack. Merric makes two melee attacks or two ranged attacks. Merric can replace one of his attacks to command Swiftfeather

+1 Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Command Swiftfeather. Merric can command Swiftfeather to take the Attack, Dash, Disengage, or Help action. if he doesn't, Swiftfeather takes the Dodge action. If Merric is incapacitated or absent, Swiftfeather acts on its own, focusing on protecting Merric and itself. Swiftfeather never requires Merric’s command to use its reaction.

Spellcasting. Merric casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

1/day each: animal friendship, beast bond, beast sense, cure wounds, hunter’s mark (as a bonus action),  pass without trace, speak with animals

Bonus Actions

Exceptional Training. Meric can command Swiftfeather to take the Dash, Disengage, or Help action.

Reactions

Offensive Duelist. When Merric hits with a melee attack, he can immediately make another melee attack against that same target.

Description

Merric Beastfriend is a Ghostwise halfling originally from Chondalwood. As a Nightglider he has formed a bond with a giant owl named Swiftfeather who serves as Merric’ beast companion and mount. Like most of his people, Merric is clannish and mistrustful of outsiders. Merric carries a tiger eye necklace in the style of his people’s craftsmanship with him, and wears it at all times. Merric is not one to start a confrontation unless he, Swiftfeather, or his homeland in the Chondalwood are threatened, however he is not one to shy away from confrontation if necessary.

While Merric and Swiftfeather can normally be found guarding the Chondalwood, from time to time they are called upon to venture out into the greater world on noble quests. Under such circumstances they often eschew interactions with people, but do come in contact with outsiders on occasion. On such occasions, Merric is often mistrustful, and prone to taking offense at the slightest insult, whether real or perceived.

Personality Characteristics

Traits: “I have a strong code of honor or sense of propriety that others don’t comprehend.” & “I begin or end my day with small traditional rituals that are unfamiliar to those around me.”
Ideal: (Suspicious) “I must be careful, for I have no way of telling friend from foe when not in Chondalwood.“
Bond: “I hold no greater cause than my service to my people.”
Flaw: “I don’t take kindly to some of the actions and motivations of the people of outside lands, because those folk are different from me.”

 

Equipment: One set of traveler’s clothes, a +1 scimitar, a ring of feather falling, a set of studded leather armor, a shield, a shortbow and a quiver of 20 arrows, an explorer’s pack, a horn, a tiger eye necklace (worth 10 gp) in the style of his clan’s craftsmanship, a map case containing maps of Faerûn, and a pouch containing 755 gp.

Monster Tags: NPChumanoid

Habitat: ForestGrasslandHill

IamSposta

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