| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 15 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 13 | +1 | +1 |
Brave. Carp has Advantage on saving throws against being Frightened. (Halfling trait — stands in for Stubborn Roots.)
Halfling Nimbleness. Carp can move through the space of any creature that is a size larger than him.
Knows Every Thicket. Carp has Advantage on Dexterity (Stealth) checks made in the woods and ruins around Phandalin, and he can't be tracked there by nonmagical means.
Sling. Ranged Attack Roll: +4, range 30/120 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.
Bolt. When a creature Carp can see ends its turn within 10 feet of him, he moves up to his Speed without provoking Opportunity Attacks.
Description
A spirited, precocious halfling kid, completely enchanted by the idea of being an adventurer. He will attach himself to the party if given the slightest encouragement. Friend of Pip at the Stonehill Inn
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