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moss - AI-generated fantasy Character

moss

Kobold · Druid (Circle of the Moon) · Level 14 · Folk Hero

moss

Moss is watchful, opportunistic, and intensely curious.
AC13
HP87/87
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 87 · 30 ft.
AlignmentChaotic NeutralGenderMaleAgeAbout 32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields, nonmetal only

Weapons

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

Tools

Artisan's tools of choice, assumed woodcarver's tools

Languages

Common,
Draconic,
Druidic

Features

21 features

Action

  • Grovel, Cower, and BegKoboldAs an action, Moss can distract nearby enemies. Creatures within 10 feet that can see him have disadvantage on attack rolls against targets other than Moss until the end of his next turn. Once used, this trait cannot be used again until Moss finishes a short or long rest.

Bonus action

  • Wild ShapeLevel 2

    When Bonus action

    As a bonus action, Moss can transform into a beast form permitted by his Wild Shape feature. He can expend a use of Wild Shape twice per short or long rest.

  • Combat Wild Shape Healing

    When Bonus action while in beast form

    While in beast form, Moss can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended.

  • Combat Wild ShapeLevel 2

    Moss can use Wild Shape as a bonus action. While transformed, he can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended.

Always on

  • Elemental Wild ShapeLevel 10

    When Action, expending two uses of Wild Shape

    Moss can expend two uses of Wild Shape to become an air, earth, fire, or water elemental.

  • DruidicLevel 1

    Moss knows Druidic, the secret language of druids, and can leave hidden messages in it. Druids automatically recognize such messages.

  • SpellcastingLevel 1

    Moss prepares 14 druid spells from the druid spell list. Wisdom is his spellcasting ability. He can use a druidic focus as a spellcasting focus and cannot wear armor or use shields made of metal.

  • Circle FormsLevel 2

    Moss can transform into beasts with a challenge rating as high as 1, ignoring the usual limitation against forms with a swimming speed. He still cannot use a form with a flying speed until reaching druid level 8.

  • Wild CompanionLevel 2

    Moss can use his reaction to speak with and understand beasts, and can expend a use of Wild Shape to cast find familiar without material components, summoning a fey spirit in the form of a beast.

  • Primal StrikesLevel 6

    While in beast form, Moss's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Improved Wild ShapeLevel 8

    Moss can use Wild Shape twice per short or long rest, and can transform into beasts with a challenge rating as high as 4, subject to the normal movement limitations. At druid level 8, flying speeds are permitted.

  • Ability Score ImprovementLevel 4

    Moss can use an Ability Score Improvement or a feat.

  • Ability Score ImprovementLevel 8

    Moss can use an Ability Score Improvement or a feat.

  • Ability Score ImprovementLevel 12

    Moss can use an Ability Score Improvement or a feat.

  • TraitKoboldDarkvision, 60 feet
  • Pack TacticsKoboldMoss has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally is not incapacitated.
  • Sunlight SensitivityKoboldMoss has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight while he, the target of his attack, or whatever he is trying to perceive is in direct sunlight.
  • KoboldKoboldMoss is Small, with a walking speed of 30 feet.
  • Kobold Ability Score IncreaseKoboldDexterity increases by 2 and Strength decreases by 2.
  • Draconic CunningKoboldMoss has proficiency in the Survival skill.
  • Rustic HospitalityFolk Hero

    Moss can find a place to hide, rest, or recuperate among common folk, who are willing to shelter him from the law or those pursuing him, though they will not risk their lives for him.

Spells

18 spells

Spellcasting. moss casts with Wisdom (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , ,

2nd level (3 slots): ,

3rd level (3 slots):

4th level (3 slots): , ,

5th level (2 slots): , ,

6th level (1 slot):

7th level (1 slot):

Gear

10 items

Weapons

  • Scimitar
    A curved druidic blade suitable for cutting vines and defending against predators.

Armor

  • Leather armor
    A set of battered leather armor made from hide, bark, and treated fungus. It is nonmetallic.
  • Wooden shield
    A crooked wooden shield painted with a green spiral. It is nonmetallic.

Tools

  • Artisan's tools
    A set of artisan's tools used for practical repairs and improvised trapmaking.

Gear

  • Explorer's pack
    A pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Druidic focus
    A carved antler used as a druidic spellcasting focus.
  • Shovel
    A sturdy shovel used for planting, digging, and occasionally escaping prisons.
  • Iron pot
    A battered iron cooking pot large enough to prepare stew for a small group.
  • Common clothes
    Simple common clothing patched with leaves and colored thread.

Purse

  • 10×
    Gold pieces
    Coin saved from village gifts and odd jobs.

Appearance

Moss is a small, wiry male kobold with rusty green scales mottled like lichen-covered stone. He smells distinctly of wet soil, crushed mint, and woodsmoke, a scent he insists is a sign of excellent health. His narrow jaw opens unusually wide when he laughs or eats, revealing rows of tiny, needlelike teeth and a single polished acorn wedged between two lower teeth as a good-luck charm. He wears weathered leather armor beneath a mantle of stitched leaves, carries a crooked wooden shield, and keeps a carved antler druidic focus tied to his belt. His bright amber eyes constantly track movement, even during conversation.

Mannerisms

Moss crouches instead of sitting, sniffs unfamiliar objects before touching them, and turns his head sharply toward every sudden sound. When thinking, he taps his front teeth together. When excited, he whispers the first half of a sentence as though telling a secret, then shouts the conclusion.

Personality

Moss is watchful, opportunistic, and intensely curious. He treats every conversation as a negotiation, every forest as a relative, and every large creature as a possible future form. He is surprisingly generous with food and shelter, but guards secrets with the stubbornness of a dragon. Moss loves dramatic entrances, especially when they involve emerging from a bush or changing into a beast at precisely the wrong moment.

Ideals

Freedom. The wild does not ask permission to grow, hunt, change, or survive. No tyrant, foreman, dragon, or village elder has the right to decide what another living thing must become.

Bonds

The poisoned stream and the ash-root warren are under his protection. He will return to defend either one, no matter how dangerous the journey or how inconvenient the timing.

Flaws

Moss cannot resist proving that he is braver, cleverer, or more dangerous than anyone expects. He takes needless risks when challenged, lies by omission when embarrassed, and sometimes forgets that not every problem is improved by becoming a bear.

Quirks

Names every important tree and argues with anyone who calls one of them merely a plant.
Keeps a polished acorn between his teeth during negotiations.
Refuses to sleep in a bed when a hollow, burrow, or pile of leaves is available.
Claims that his best ideas arrive while he is technically a badger.
Collects buttons, buckles, and other small objects dropped by people who underestimated him.

Background

Moss was born beneath the roots of an old ash tree, in a kobold warren that survived by scavenging the edges of farms and forests. His clutchmates expected him to become a trapmaker, but Moss was fascinated by the living things around the tunnels. He learned the secret names of mushrooms, listened to beetles beneath the soil, and eventually discovered that the shapes of animals were not disguises, but doors. An aging hermit druid found him sleeping inside a hollow stump and taught him to open those doors safely. His life changed when a mining company poisoned the stream that fed both the kobold warren and a nearby human hamlet. Moss answered by turning into a badger, collapsing the mine's supports, and leading the frightened villagers to safety through old animal paths. The villagers called him a hero, although Moss maintains that the badger did most of the work. Since then, he has wandered as a Folk Hero and servant of the wild, gathering allies, sabotaging needless destruction, and occasionally becoming something much larger than anyone expects. He follows the Circle of the Moon because he believes nature is not gentle, orderly, or predictable, and neither should he be.

“His clutchmates expected him to become a trapmaker, but Moss was fascinated by the living things around the tunnels.”
From their backstory
Background
Folk Hero

Connections

Species

Kobold

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