Kero Mud-Skipper
Kero Mud-Skipper
Sheet
AC 16 · HP 38 · 30 ft (Walk), 30 ft (Climb), 30 ft (Swim)Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Skirmish Shot
When During your turn.
Attack with a Dart to trigger Vex mastery, then use your movement or Cunning Action to reposition.
Bonus action
- Rapid Restraint
When A creature is within range of your Net or Manacles.
Use Fast Hands to throw a Net or attempt to lock Manacles on an adjacent foe as a bonus action.
- Cunning ActionLevel 2
Bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
Bonus action to take the Use an Object action, Search action, or Dexterity (Sleight of Hand) check to use thieves' tools.
- Steady AimLevel 3
Bonus action for Advantage on next attack if you do not move this turn.
Reaction
- Uncanny DodgeLevel 5
Use a reaction to halve the damage from an attack you can see.
Always on
- Sneak AttackLevel 1
Deal an extra 3d6 damage to one creature you hit with an attack if you have Advantage or an ally is within 5ft. Must use a Finesse or Ranged weapon.
- ExpertiseLevel 1
Doubled Proficiency Bonus for Stealth and Sleight of Hand.
- Weapon MasteryLevel 1
Dart (Vex): On hit, next attack roll has Advantage. Blowgun (Slow): On hit, speed reduced by 10ft.
- Second-Story WorkLevel 3
Climbing does not cost extra movement. When you jump, the distance increases by a number of feet equal to your Dexterity modifier.
- Cunning StrikeLevel 5
Trade 1d6 of Sneak Attack damage for a rider effect. Poison (CON save or Poisoned), Trip (DEX save or Prone), or Withdraw (Free disengage).
- SizeGrippliSmall
- TraitGrippliDarkvision (60 ft)
- AmphibiousGrippliCan breathe air and water.
- Frog JumpGrippliAdd 10 feet to long jumps and 5 feet to high jumps.
- Climb and Swim SpeedGrippliYou have a climbing and swimming speed equal to your walking speed.
- Toxic ResilienceGrippliYou have Resistance to Poison damage.
- Tavern Brawler (Origin Feat)Sailor
Enhanced unarmed strikes (1d4 + STR), can shove 5ft on hit, and gain proficiency with Improvised Weapons.
Gear
8 itemsWeapons
- 20×DartsFinesse, Thrown (20/60). Mastered: Vex.
- BlowgunAmmunition (25/100). Mastered: Slow.
Armor
- Studded LeatherProtective leather with metal studs.
Gear
- 5×NetThrown weapon used to restrain foes. Can use as a Bonus Action via Fast Hands.
- 2×ManaclesHard iron cuffs to bind hands. Can apply as a Bonus Action via Fast Hands.
- Tidal Swirl DartOne of 4 special darts. Creates a 5ft whirlpool on impact, making area difficult terrain for 1 minute.
- Galvanic Spike DartOne of 4 special darts. Deals 1d6 lightning damage and grants allies Advantage on lightning spells against the target until end of next turn.
- 2×The Wasp PairA pair of darts that, when both hit the same target, transform into magical rope that Restrains the creature until it uses an action to break free (DC 15).
Appearance
Kero is a small grippli with skin the color of a shallow tropical reef, bright teal with jagged yellow stripes along his limbs. He wears a tattered blue sailor's vest and a leather bandolier laden with needles, darts, and small jars of swamp-distilled paralyptics. His horizontal golden pupils constantly scan the horizon, and he often perches on high railings with his powerful, sticky feet.
Mannerisms
He has a habit of licking his eyes when he is bored and tends to crouch on chairs rather than sit in them properly.
Personality
Kero is perpetually energetic and strangely literal, viewing the complexities of ship life through the lens of swamp survival. He is deeply grateful to those who protected his people and feels a heavy sense of duty to bring back wealth and knowledge to his village.
Ideals
Duty. I will be the shield that my people lacked, even if it means facing the dry winds of the world alone.
Bonds
My bandolier holds the last remaining artisan darts of my clan. I would give my life before losing them.
Flaws
I am deeply uncomfortable in dry climates and become paranoid if my skin starts to flake from lack of moisture.
Quirks
Background
Born in the marshy village of Hanging Lilies, Kero's life was defined by the rhythm of the tides and the threat of coastal raiders. When a group of cultists attempted to drain his swamp home, the Coral Warden druids intervened, saving Kero from the mud. Feeling a debt that could never be fully repaid, he took up service on the 'Azure Crest', a druidic vessel. He acts as their eyes in the rigging and their hand in the shadows. He is currently adventuring to master the 'Four Sacred Stings' of his village, legendary combat techniques that combine his grippli heritage with the oceanic magic taught to him by his captains. He plans to one day return as a Guardian of the Hanging Lilies, ensuring no one ever threatens his kin again.
“When a group of cultists attempted to drain his swamp home, the Coral Warden druids intervened, saving Kero from the mud.”
- Background
- Sailor
Connections
Species
Grippli
Media
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