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Mokor - AI-generated fantasy Character

Mokor

Lizardfolk · Rogue · Level 1 · Sailor

Mokor

Mokor is calm, observant, and blunt without intending insult.
AC15
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 14 · 30 ft., swim 30 ft.
AlignmentChaotic NeutralGenderMaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Bite, natural weapon

Tools

Navigator's tools,
Vehicles (water),
Thieves' tools,
Smith's tools

Languages

Common,
Draconic

Features

14 features

Bonus action

  • Hungry Jaws

    When You need temporary hit points and are within biting range of a creature.

    As a bonus action, make a bite attack. If it hits, you gain temporary hit points equal to your Constitution modifier, currently 4. Once you use this trait, you cannot use it again until you finish a short or long rest.

  • Hungry JawsLizardfolkAs a bonus action, make a special bite attack. On a hit, gain temporary hit points equal to your Constitution modifier. Once used, this trait cannot be used again until you finish a short or long rest.

Always on

  • Bite

    When You are adjacent to a creature and make a melee attack.

    Make one weapon attack against a creature within 5 feet. On a hit, deal 1d6 + 2 piercing damage. Once per short or long rest, if the attack hits, you can gain temporary hit points equal to your Constitution modifier, currently 4.

  • Sneak AttackLevel 1

    When You hit with a finesse or ranged weapon and have advantage, or an enemy of the target is within 5 feet of it.

    Deal an extra 1d6 damage once per turn when the attack qualifies for Sneak Attack.

  • ExpertiseLevel 1

    You have proficiency in the Stealth and Perception skills. Your proficiency bonus is doubled for any ability check you make using either of those proficiencies. You also have proficiency with thieves' tools, and your proficiency bonus is doubled for ability checks made using them.

  • Thieves' CantLevel 1

    You know the secret mix of dialect, jargon, and code signs used by rogues. You can communicate a hidden message to another creature that knows Thieves' Cant, and you understand similar messages from it.

  • Ability Score IncreaseLizardfolkConstitution increases by 2 and Wisdom increases by 1. These bonuses are already included in the ability scores.
  • BiteLizardfolkYour fanged maw is a natural weapon that deals 1d6 piercing damage on a hit. You are proficient with it, and you can use Strength for its attack and damage rolls.
  • Cunning ArtisanLizardfolkAs part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant to create a shield, club, javelin, or 1d4 darts or blowgun needles. The item is finished at the end of the rest, and you need an appropriate blade or artisan's tools.
  • Hold BreathLizardfolkYou can hold your breath for up to 15 minutes at a time.
  • Natural ArmorLizardfolkYou have tough, scaly skin. When you are not wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC.
  • Natural ArtisanLizardfolkYou have proficiency with one of the following artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. Mokor has proficiency with smith's tools.
  • SwimLizardfolkYou have a swimming speed of 30 feet.
  • Ship's PassageSailor

    You can secure free passage on a sailing ship for yourself and your adventuring companions in return for your service. You are also familiar with the operation and maintenance of sailing vessels and knowledge of the sea.

Gear

11 items

Weapons

  • Rapier
    A light, finesse martial melee weapon with a piercing damage type.
  • Shortbow
    A light ranged weapon with a normal range of 80 feet and a long range of 320 feet.
  • 2×
    Daggers
    Light, finesse melee weapons suitable for throwing.
  • Club
    A simple bludgeoning weapon issued as part of his shipboard kit.

Armor

  • Leather armor
    Light armor, though Mokor generally relies on his natural armor instead.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's pack
    A pack containing burglar's tools and adventuring supplies.
  • Silk rope
    A durable silk rope useful for rigging, climbing, and restraint.
  • Lucky charm
    A small object retained from his life at sea, used as a personal good-luck charm.
  • Common clothes
    Plain garments suitable for travel and shipboard work.

Purse

  • 10×
    Gold pieces
    Coin kept in a leather belt pouch.

Appearance

A broad-shouldered male lizardfolk with muted olive-green scales, a pale throat, and a long tail marked by bands of sandy brown. He wears a salt-stiffened leather coat over practical sailor's clothes, with a rapier at his hip and a shortbow wrapped in oiled cloth. A small brass navigator's compass hangs from a cord around his neck, its casing deeply worn smooth where his claws repeatedly rub it. Within moments of meeting someone, it becomes clear that his eyes rarely rest on faces. He studies doors, windows, hands, belts, and the spaces beneath tables, always mapping the room before he decides whether to speak.

Mannerisms

Mokor pauses before answering, tilting his head as if tasting the air around a statement. He watches hands more than faces and often tests a knot, latch, or strap while listening. When amused, he makes a low clicking sound in the back of his throat rather than laughing.

Personality

Mokor is calm, observant, and blunt without intending insult. He enjoys useful work, competent companions, and situations where every object has a clear purpose. He is surprisingly protective of inexperienced sailors and adventurers, though he disguises concern as criticism of their knots, footing, or choice of hiding place.

Ideals

Freedom. No captain, king, clan elder, or god owns my path. I will take orders when they are useful, but never when they become chains.

Bonds

The sailors of the Reed-Crown are the closest thing I have to a clutch, and I will not abandon one of them to a cruel captain or a sinking ship. I also intend to learn who truly sabotaged our vessel.

Flaws

I trust practical evidence more than promises, and I can become needlessly suspicious when someone speaks too smoothly. When danger appears, my first instinct is to preserve my escape route, even if others interpret that as cowardice or betrayal.

Quirks

He names ropes, knives, and tools according to the sound they make when used.
He touches the worn face of his compass whenever someone gives an oath.
He counts exits under his breath in an old river-clan dialect.
He dislikes still water and prefers to sleep where he can hear waves or rain.
He collects small pieces of broken ship hardware and sorts them by shape.

Background

Mokor was hatched among the reed islands where river water meets the inland sea, a place where lizardfolk clans traded fish, salt, and carved bone with passing crews. He learned early that sailors lied with their mouths but told the truth with their hands, their knots, and the direction of their eyes. As a young deckhand, he became useful in cramped places, slipping through cargo holds to retrieve dropped tools, untangle lines, or discover which crate had been opened without permission. His quiet competence eventually drew him into more delicate work, including opening locked chests for captains who preferred not to ask questions in front of their crews. When the merchant vessel Reed-Crown was sabotaged during a night crossing, Mokor found the damage before the ship sank. He saved several sailors, but the captain blamed him for the missing cargo and abandoned him at a rough port rather than admit that the ship's own officers had been involved. Mokor kept the captain's worn compass, not out of loyalty, but because it points reliably even when people do not. Now he travels from port to port as a rogue and occasional deckhand, taking work that rewards patience, nerve, and a willingness to leave before the consequences arrive. He claims he is searching for the saboteur, though he has not decided whether he wants justice, payment, or simply a better story.

“He learned early that sailors lied with their mouths but told the truth with their hands, their knots, and the direction of their eyes.”
From their backstory
Background
Sailor

Connections

Species

Lizardfolk

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