Snout
Snout
Sheet
AC 15 · HP 12 · 40 ft.Saving throws
Skills
- Animal HandlingWIS
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Languages
Features
11 featuresAlways on
- Arrow Through the Ferns
When When making a ranged attack from concealment or long range
A light, snapping bowshot that rewards careful positioning and a steady eye.
- Low-Shouldered Slash
When When an enemy closes to melee range
A quick lunge with one of his short blades, relying on speed more than strength.
- Favored EnemyLevel 1
You have advantage on Wisdom checks to follow tracks of your favored quarry, and you have long experience moving through the wild. You choose one favored enemy and one favored terrain to reflect your background and training.
- Natural ExplorerLevel 1
You are an expert on surviving in natural environments. You are at home in the wilderness, and your travel benefits from your practiced observation and self-reliance.
- Ranger ProficienciesLevel 1
You are proficient with light armor, medium armor, shields, simple weapons, and martial weapons.
- Starting Ranger TrainingLevel 1
You know how to live off the land, keep watch, and move with purpose through untamed places, making you a capable scout and tracker from the start of your career.
- TraitHomebrew Anthropomorphic Wolf CubDarkvision, able to see in dim light as if it were bright light out to 60 feet, and in darkness as if it were dim light.
- TraitHomebrew Anthropomorphic Wolf CubKeen Hearing and Smell, advantage on Wisdom (Perception) checks that rely on hearing or smell.
- TraitHomebrew Anthropomorphic Wolf CubPack Instinct, you are accustomed to moving with allies and gain a practical edge when fighting beside companions.
- TraitHomebrew Anthropomorphic Wolf CubQuadrupedal heritage, you remain naturally wolf-like in movement and senses, but can speak, reason, and use equipment like a humanoid adventurer.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always find food and fresh water for yourself and up to five other people provided that the land offers any at all.
Gear
6 itemsWeapons
- LongbowA ranged weapon suited to a scout's style, carried in a rugged sling across the back
- 2×ShortswordsA pair of close-quarters blades for survival and self-defense
Gear
- 20×ArrowsA quiver of arrows for the longbow
- Dungeoneer's PackA dungeoneer's pack chosen for travel and exploration
- Hunting TrophyA trophy from a hunted beast or a wild place, carried as a reminder of the road
- Travel ClothesTravel-worn clothes and a rough cord belt, practical rather than decorative
Appearance
A small anthropomorphic wolf cub with silver-gray fur, oversized ears, bright amber eyes, and a lean, awkward build. He stands on two legs with a restless, feral balance, usually carrying himself like a creature always half-ready to bolt or pounce. His fur is unadorned except for a simple ranger's belt, a weathered satchel, and a tiny hand-bow that looks almost comically large in his paws. His expression is wary but intensely curious, and his muzzle is often dusted with dirt, ash, or berries from whatever trail he last followed.
Mannerisms
Sniffs the air before answering a question, circles new places once before entering them, and tilts his head when deciding whether someone is safe. When excited, his ears perk high and his tail gives away what his face is trying to hide.
Personality
Alert, stubborn, and quietly compassionate, Snout behaves like a creature who expects the world to be dangerous but still worth loving. He speaks simply, watches everything, and prefers actions to speeches. Around trusted companions he becomes surprisingly playful, chasing his own tail, collecting shiny stones, and trying to sit still for exactly three seconds before fidgeting again.
Ideals
Freedom. The wild belongs to no tyrant, and every living thing deserves a path to roam if it can be defended.
Bonds
He keeps a splintered arrowhead from the ranger who saved him, and he will cross any danger to honor that mentor's memory or finish a promise left undone.
Flaws
He is easily distracted by scents, sounds, and moving shadows, and once he decides to chase a mystery, he may forget the safer path. He dislikes being caged, ordered around, or mocked for his small size, and his pride can turn a harmless comment into a stubborn silence.
Quirks
Background
Snout was born in the old pine wilds, where his pack survived by listening more carefully than they howled. He was the smallest of the litter, quick-footed, sharp-eyed, and forever slipping away to investigate tracks, birds, and broken branches that the older wolves ignored. One winter, a fire drove the pack from their hunting grounds, and in the confusion Snout became separated from them. He was found not by hunters, but by a silent woods-runner who fed him, taught him how to read spoor, and showed him that a life in the wild could be more than hunger and fear. Now Snout travels alone, a wolf cub walking upright through the world of bigger folk, trying to prove that small things can still guard great places. He learned the ranger's craft by imitation first, then discipline, and finally necessity. He knows how to stalk deer trails, spot a broken snare, and sleep lightly beneath root and thorn. Though he still lifts his nose to the wind before trusting a stranger, he has made it his private vow to defend lost roads, frightened creatures, and any creature young enough to be overlooked, because he remembers exactly what it felt like to be small and left behind.
“One winter, a fire drove the pack from their hunting grounds, and in the confusion Snout became separated from them.”
- Background
- Outlander
Connections
Species
Homebrew Anthropomorphic Wolf Cub
Media
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