Meren Olo
Meren Olo
Sheet
AC 15 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAlways on
- Light Crossbow
When On his turn when an enemy is within 80 feet, or within 320 feet at disadvantage.
Make a ranged weapon attack with the light crossbow, dealing 1d8 piercing damage plus Dexterity modifier on a hit.
- Dagger
When On his turn when a target is within reach, or when he chooses to throw the dagger.
Make a melee weapon attack with a dagger, dealing 1d4 piercing damage plus Dexterity modifier on a hit. The dagger has the finesse, light, and thrown properties.
- Cat's Claws
When On his turn when a target is within 5 feet.
Make a melee weapon attack with his claws, dealing 1d4 slashing damage plus Strength modifier on a hit.
- Feline Agility
When At the start of his turn when he needs a sudden burst of movement.
For one turn, double his speed. He cannot use this trait again until he moves 0 feet on one of his turns.
- Magical TinkeringLevel 1
You learn how to imbue mundane objects with minor magical properties. You can touch one Tiny nonmagical object and give it one of the following properties: it sheds bright light in a 5-foot radius and dim light for an additional 5 feet, records a message of up to 6 seconds, continuously emits a chosen odor or nonverbal sound, or displays a visual effect no larger than a 5-foot cube. The effect lasts indefinitely until you dismiss it or use this feature again.
- SpellcastingLevel 1
You have learned to channel magic through your tools. You use Intelligence as your spellcasting ability. You can use thieves' tools or artisan's tools as a spellcasting focus. You know two artificer cantrips and prepare two 1st-level artificer spells. You can change your prepared spells after a long rest.
- TraitTabaxiDarkvision, 60 feet.
- TraitTabaxiFeline Agility, when moving on his turn, he can double his speed for that turn. Once used, he cannot use it again until he moves 0 feet on one of his turns.
- TraitTabaxiCat's Claws, his claws are natural weapons that deal 1d4 slashing damage plus Strength modifier on a hit.
- TraitTabaxiCat's Talent, proficiency in Perception and Stealth. These proficiencies are included in the skill modifiers above.
- TraitTabaxiLanguages, Common and one additional language of choice.
- ResearcherSage
When you attempt to learn or recall lore, you know where and from whom you can obtain it, usually from a library, university, scribe, or other learned person. The knowledge may require travel, favors, or payment, but you know how to locate the information.
Spells
4 spellsSpellcasting. Meren Olo casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
14 itemsWeapons
- Light crossbowA compact ranged weapon with a reinforced stock and brass sighting rail.
- DaggerA short, balanced blade useful for combat and delicate workshop tasks.
- QuarterstaffA second simple weapon selected for practicality rather than style.
- Small knifeA small knife with a plain bone handle.
Armor
- Scale mailFlexible metal armor made from interlocking plates, giving medium protection. Because of Meren's Dexterity modifier, he adds only up to +2 from Dexterity.
Tools
- Thieves' toolsA set of precision picks, files, clamps, and tension tools.
- Tinker's toolsA set of tools used to shape, repair, and adjust small mechanical components.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin. The pack also includes 50 feet of hempen rope.
- InkA tiny jar of dense black ink.
- QuillA feather quill cut to a fine point.
- Letter from a dead colleagueA letter from a dead colleague containing an unresolved research question.
- Common clothesSimple scholarly clothing kept clean despite frequent workshop use.
Purse
- 10×Gold piecesCoin kept in a tied leather pouch.
Appearance
A tall, rangy male Tabaxi with smoke-gray fur, muted cream markings around the muzzle, and long limbs made wiry by decades of precise mechanical work. His paws are unusually broad, with darkened claw tips and permanently stained pads from oil, metal dust, and alchemical residue. He wears a practical scale mail coat beneath a patched leather work apron, with small tools secured in orderly loops across his belt. He rarely blinks, and his stillness makes his quiet movements seem more deliberate than natural. His voice is low and dry, but before speaking he usually pauses, inhales through his nose, and gives a faint, thoughtful click in his throat.
Mannerisms
Before answering, he pauses and inhales softly through his nose. He keeps his head slightly lowered while watching everyone in the room. When concentrating, he presses one claw against the edge of a tool and rotates it in tiny, exact increments. He rarely raises his voice, and the quieter he becomes, the more serious the situation usually is.
Personality
Meren is observant, restrained, and unnervingly patient. He dislikes speaking, not because he lacks opinions, but because he considers most conversation an inefficient form of evidence gathering. He notices loose screws, false confidence, concealed weapons, and people who touch his tools without permission. He is dependable in a crisis, though his help often arrives without explanation and leaves everyone wondering how long he prepared for the problem.
Ideals
Order. Knowledge becomes useful only when it is preserved, controlled, and placed in capable hands. A world governed by disciplined minds is preferable to one ruled by impulse.
Bonds
He possesses a water-stained letter from his former mentor, whose final research notes vanished after the college declared the mentor's death accidental. Meren intends to recover the missing work, determine who destroyed it, and decide whether the truth should ever be published.
Flaws
He assumes that anyone more charming than competent is trying to manipulate him, and he is usually right often enough to remain insufferable. Meren withholds useful information until he is certain it cannot be used against him. When frightened or angry, he becomes even quieter, which makes others realize too late that he has already chosen a course of action.
Quirks
Background
Meren Olo has spent most of his long life in workshops, archive rooms, and the cramped back corners of other artificers' laboratories. He learned early that curiosity was useful, but patience was more useful. While other apprentices chased applause by unveiling dazzling inventions, Meren repaired the failures left behind, cataloguing every cracked lens, warped spring, and improperly sealed vial. His work eventually became indispensable to a private college whose senior scholars considered him little more than a quiet assistant, despite relying on his hands to preserve their most dangerous experiments. Years of watching brilliant people lie about their discoveries taught Meren that knowledge belongs to whoever can control it. He began keeping private copies of research, correcting the college's records when convenient, and quietly sabotaging projects that he judged wasteful or politically dangerous. When one of his superiors attempted to claim an invention Meren had designed, the artificer released a restrained mechanical parasite into the man's filing cabinet and left the institution before anyone could prove what happened. Now he travels as a backseat artificer, allowing louder companions to take credit while he observes, repairs, and waits. He speaks rarely because most people reveal more when they believe they are being ignored.
“He learned early that curiosity was useful, but patience was more useful.”
- Background
- Sage
Connections
Species
Tabaxi
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