Skip to content
CreatePricing
Ar'juna Veen's-Bane - AI-generated fantasy Character

Ar'juna Veen's-Bane

Lizardfolk · Rogue · Level 1 · Criminal

Ar'juna Veen's-Bane

Ar'juna is observant, suspicious, and intensely practical.
AC14
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 11 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the finesse or ranged property,
Dagger,
Shortbow,
Rapier,
Shortsword,
Longsword,
Hand Crossbow

Tools

Thieves' Tools,
Gaming Set

Languages

Common,
Draconic,
Thieves' Cant

Features

16 features

Always on

  • Ambush Strike

    When When he has advantage or an enemy of the target is within 5 feet of it

    Ar'juna makes a weapon attack with advantage when possible, adding 1d6 Sneak Attack damage once per turn when the conditions are met.

  • Bite

    When When he attacks a creature within 5 feet

    Ar'juna uses his lizardfolk jaws to make a natural weapon attack, dealing 1d6 plus Strength modifier piercing damage on a hit.

  • Hungry Jaws

    When After hitting a creature with Bite, once per short or long rest

    Ar'juna can attempt to gain temporary vitality by biting a creature that is not incapacitated after hitting it with his Bite.

  • ExpertiseLevel 1

    Ar'juna gains expertise in two proficient skills or tools. His expertise applies to Stealth and Thieves' Tools, doubling his proficiency bonus for checks made with them.

  • Sneak AttackLevel 1

    Once per turn, Ar'juna deals an extra 1d6 damage to a creature he hits with a weapon attack if he has advantage on the attack roll. He can also use this damage when an enemy of the target is within 5 feet of it, provided he does not have disadvantage on the attack roll and the weapon uses finesse or is a ranged weapon.

  • Thieves' CantLevel 1

    Ar'juna knows the secret language of rogues and recognizes coded marks, signals, and phrases used by criminals and other underworld figures.

  • Weapon MasteryLevel 1

    Ar'juna has mastery with two kinds of weapons. He has chosen the dagger and shortbow. When using a weapon with mastery, he can use its mastery property if he is proficient with it.

  • Creature TypeLizardfolkHumanoid.
  • SizeLizardfolkMedium.
  • SpeedLizardfolk30 feet.
  • BiteLizardfolkAr'juna can make an unarmed strike with his jaws, dealing 1d6 plus his Strength modifier piercing damage on a hit.
  • Hungry JawsLizardfolkOnce per short or long rest, after hitting a creature with his Bite, Ar'juna can gain temporary hit points equal to his proficiency bonus if the target is not incapacitated.
  • Hold BreathLizardfolkAr'juna can hold his breath for up to 15 minutes at a time.
  • Natural ArmorLizardfolkHis tough scales provide a base Armor Class of 13 plus his Dexterity modifier when he is not wearing armor. His leather armor provides better protection.
  • Nature's IntuitionLizardfolkAr'juna is proficient in two of the following skills, Animal Handling, Nature, Perception, Stealth, and Survival. He has chosen Perception and Stealth.
  • Criminal ContactCriminal

    Ar'juna has a criminal contact who acts as his reliable and discreet connection to the underworld. The contact can pass messages, provide rumors, arrange introductions, or help conceal his movements, though favors may carry a price.

Gear

10 items

Weapons

  • 2×
    Dagger
    A finesse weapon with a short blade, suitable for close combat and throwing.
  • Shortbow
    A compact ranged weapon suitable for ambushes and hunting.

Armor

  • Leather Armor
    Light protective armor made from supple boiled leather.

Tools

  • Thieves' Tools
    A set of picks and tension tools used to open locks and disable traps.
  • Crowbar
    A heavy metal bar useful for prying doors, crates, and shutters.
  • Gaming Set
    A small set used for games of chance and deception.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's Pack
    A pack containing gear for breaking into buildings, including a backpack, caltrops, string, hammer, pitons, hooded lantern, oil, tinderbox, and rations.
  • Common Clothes
    Loose clothing, spare wrappings, and a dark marsh cloak.

Purse

  • 16×
    Gold Pieces
    Coins acquired through criminal work and careful theft.

Appearance

Ar'juna is a lean, dark-green male lizardfolk with a long, scarred snout, amber eyes, and rows of small, needlelike teeth. His scales are mottled with black and brown patterns that break up his outline in swamp water and moonlit reeds. He wears well-maintained leather armor beneath a ragged marsh cloak, with a bone-handled dagger at each hip and a compact shortbow across his back. A thin black cord bearing a carved shadow sigil is wrapped around one wrist, a mark of the order that once claimed him.

Mannerisms

Ar'juna pauses before answering questions, tasting the air as though searching for hidden scents. He rarely blinks during conversations and often tilts his head at an angle that makes his attention feel predatory. Before entering a room, he studies the exits, the ceiling, and the nearest source of water.

Personality

Ar'juna is observant, suspicious, and intensely practical. He speaks in short, precise sentences, often describing people by scent, posture, or the sound of their breathing rather than by name. Beneath his guarded exterior is a fierce curiosity about ordinary life. He is fascinated by people who choose mercy, loyalty, or friendship without being forced to do so.

Ideals

Freedom. No master, prophecy, order, or bloodline has the right to decide what Ar'juna becomes. Choice is worth more than safety.

Bonds

He carries the carved token that caused him to spare his first target, and he intends to discover who originally owned it. He also feels a grudging responsibility toward young recruits still trapped within the Shadowscales, especially those who remind him of himself.

Flaws

He assumes every kindness conceals a trap and may sabotage a good opportunity simply because it looks too much like an obligation. When frightened, he becomes cold and calculating rather than admitting fear. He also has a deep, poorly controlled urge to prove that he is more dangerous than the Shadowscales believe.

Quirks

Collects discarded keys even when he has no idea what locks they fit.
Names dangerous predators but refuses to name people he intends to betray.
Sleeps with one eye open and one hand wrapped around a dagger.
Keeps small offerings of fish, polished stones, or coins near bodies of water.
Clicks his teeth softly when evaluating whether someone is lying.

Background

Born beneath the sign of the Shadow, Ar'juna was taken from his clutch as a child and given to the Shadowscales, an order of Argonian assassins and swampstalkers led by the severe master Vizara Veen. The order taught him to move without disturbing water, to read footprints through mud, and to strike from places where the eye expected only reeds and darkness. Ar'juna learned quickly that survival was measured in silence, patience, and the willingness to abandon anything that slowed him down. The Shadowscales became his teachers, his kin, and eventually the only life he believed he was permitted to have. His first true assignment was supposed to prove that he was ready. Instead, when Ar'juna cornered his target, he hesitated. The victim was frightened, wounded, and carrying a small token that reminded Ar'juna of his lost clutch. He lowered his blade, allowing the target to escape. Vizara Veen called the failure treason. Ar'juna fled through the marshes with the order's hunters close behind, becoming a thief, smuggler, and occasional hired blade to survive. Now the Shadowscales hunt him as both deserter and disgrace. Ar'juna does not know whether he wants revenge, forgiveness, or simply enough freedom to choose his own targets. Until he decides, he trusts no organization, sleeps lightly, and keeps moving whenever the wind carries the scent of black incense, the signature of his former masters.

“Ar'juna learned quickly that survival was measured in silence, patience, and the willingness to abandon anything that slowed him down.”
From their backstory
Background
Criminal

Connections

Species

Lizardfolk

Media

0 images

No images yet.

Visual sheet

Turn Ar'juna Veen's-Bane into a sheet

A high-res, share-ready sheet you can post or print.