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Mulo - AI-generated fantasy Character

Mulo

Goblin · Druid (Circle of the Land (Grassland)) · Level 12 · Folk Hero

Mulo

Soft-spoken and patient, Mulo asks practical questions before offering help.
AC14
HP75/75
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 75 · 30 ft.
AlignmentLawful EvilGenderMaleAge38 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • HistoryINT
  • InsightWIS
  • NatureINT
  • PerceptionWIS
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Clubs,
Daggers,
Darts,
Javelins,
Maces,
Quarterstaffs,
Scimitars,
Sickles,
Slings,
Spears

Tools

One type of artisan's tools,
Land vehicles

Languages

Common,
Goblin,
Druidic

Features

15 features

Bonus action

  • Nimble EscapeGoblinTake the Disengage or Hide action as a bonus action on each of his turns.

Always on

  • SpellcastingLevel 1

    Can cast prepared druid spells using Wisdom as the spellcasting ability. Can prepare 14 druid spells each day, plus his always-prepared Circle of the Land spells. Knows four druid cantrips.

  • DruidicLevel 1

    Knows Druidic, the secret language of druids, and can leave hidden messages in it.

  • Circle of the Land: GrasslandLevel 2

    Choose a natural environment and gain its Circle Spells. Mulo's chosen environment is Grassland. Grassland spells are invisibility, pass without trace, daylight, haste, divination, and freedom of movement at spell levels 2 through 5.

  • Natural RecoveryLevel 2

    Once per day during a short rest, recover spell slots with a combined level up to 6, none higher than 5th level.

  • Bonus CantripLevel 4

    Learn one additional druid cantrip.

  • Ability Score ImprovementLevel 4

    Increase Wisdom by 2. This ability score improvement raises Wisdom from 12 to 14.

  • Land's StrideLevel 6

    Move through nonmagical difficult terrain without extra movement. Plants do not impede movement or impose penalties on attacks against him.

  • Ability Score ImprovementLevel 8

    Increase Wisdom by 2. This ability score improvement raises Wisdom from 10 to 12 before the later increase, for a final score of 14.

  • Nature's WardLevel 10

    Cannot be charmed or frightened by elementals or fey, and is immune to poison and disease.

  • Nature's SanctuaryLevel 14

    When a beast or plant creature attacks him, it must make a Wisdom saving throw against his spell save DC. On a failure, it cannot willingly attack him for 24 hours, unless he harms it or its allies.

  • DarkvisionGoblinSee in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, in shades of gray.
  • Fury of the SmallGoblinOnce per short or long rest, when damaging a creature larger than himself, deal extra damage equal to his level.
  • SmallGoblinA Small creature.
  • Rustic HospitalityFolk Hero

    Common folk will shelter and conceal Mulo, and help him when they can, though they will not risk their lives for him. His reputation as a defender of ordinary villagers opens doors that would otherwise stay shut.

Spells

22 spells

Spellcasting. Mulo casts with Wisdom (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (4 slots): no spells

2nd level (3 slots): , , , ,

3rd level (3 slots): , , , ,

4th level (3 slots): , , ,

5th level (2 slots): ,

6th level (1 slot):

Gear

8 items

Weapons

  • Scimitar
    A curved blade used as a druidic weapon.

Armor

  • Leather armor
    Supple leather armor, worn but carefully oiled.
  • Wooden shield
    A wooden shield marked with painted marsh reeds.

Tools

  • Shovel
    A shovel he used to open irrigation channels and still carries on the road.

Gear

  • Explorer's pack
    A sturdy pack containing a bedroll, mess kit, tinderbox, torches, rations, and waterskin.
  • Druidic focus
    A living sprig of mistletoe used as a druidic focus.
  • Iron pot
    A plain iron cooking pot, dented from years of use.

Purse

  • Common clothes and belt pouch
    A set of common clothes and a belt pouch containing 10 gp.

Appearance

Mulo is a compact, moss-green goblin with broad ears, a blunt muzzle, and a tidy fringe of dark hair. He stands with his weight settled over the balls of his feet, as if every pause might become a quick sidestep. His lower jaw sits slightly forward, showing small, square teeth whenever he chews or smiles. He wears weather-darkened leather, a wooden shield painted with a simple marsh-reed pattern, and a sprig of living leaves tucked into his belt.

Mannerisms

Mulo balances forward on his feet while listening, then settles his weight only after everyone else has finished speaking. He chews slowly with his jaw pushed forward, watching the room over his food.

Personality

Soft-spoken and patient, Mulo asks practical questions before offering help. He remembers who did what, who was present, and what each person promised. His gentleness is real, but it is also a way of keeping people close enough to manage.

Ideals

Order. A community cannot survive if every person bargains only for themselves. Someone must set the rules, and Mulo believes he is usually the one best suited to do it.

Bonds

The people of Siltbridge trusted him once, and he considers their trust a resource he is responsible for protecting. He keeps a small reed token from the village mill and plans to make the place too useful to powerful neighbors to ever be preyed upon again.

Flaws

He treats gratitude as a debt and assumes that anyone who refuses his protection is being foolish or disloyal. Once he has decided that a harsh measure is necessary, he can make cruelty sound like sensible administration.

Quirks

Tucks a fresh leaf into his belt whenever he makes a decision he considers final.
Counts the number of people at a table before taking a seat.
Offers food to guests before asking what brought them to his village.

Background

Mulo grew up in a goblin settlement that paid tribute to a human estate in return for being left alone. When the estate's reeve began taking seed grain as well as coin, Mulo organized the millers, herders, and ditch-diggers into a disciplined refusal. He knew which paths flooded, which storehouses had weak hinges, and how to slip through a guard's reach. The reeve's men were driven out, and the villagers began telling the tale as if Mulo had done it single-handedly. He never corrected them.

“When the estate's reeve began taking seed grain as well as coin, Mulo organized the millers, herders, and ditch-diggers into a disciplined refusal.”
From their backstory
Background
Folk Hero

Connections

Species

Goblin

Media

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