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Mizzi Moss-Eye - AI-generated fantasy Character

Mizzi Moss-Eye

Goblin · Rogue (Scout) · Level 14 · Outlander

Mizzi Moss-Eye

Quietly observant, practical, and fiercely protective of overlooked people.
AC15
HP102/102
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 102 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • InvestigationINT
  • NatureWIS
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Gaming set,
One musical instrument

Languages

Common,
Goblin,
Orc

Features

25 features

Action

  • BlindsenseLevel 7

    You can use your action to make a Wisdom (Perception) check to detect a creature or object that is hidden from you. You can also detect the location of any invisible creature within 10 feet of you unless the creature successfully hides.

Bonus action

  • Cunning ActionLevel 2

    You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

  • Fast HandsLevel 3

    You gain proficiency with thieves' tools. You can use a bonus action to make a Wisdom (Perception) check to locate a trap or secret door, or to make a Dexterity (Sleight of Hand) check to disarm a trap or open a lock.

  • Nimble EscapeGoblinShe can take the Disengage or Hide action as a bonus action on each of her turns.

Reaction

  • Skirmisher's Retreat

    When An enemy ends its turn within 5 feet of her.

    When an enemy ends its turn within 5 feet of Mizzi, she moves up to half her speed without provoking an opportunity attack from that enemy.

  • SkirmisherLevel 3

    You can use your reaction to move up to half your speed when an enemy ends its turn within 5 feet of you. This movement does not provoke opportunity attacks from that enemy.

Always on

  • Opening Ambush

    When At the start of combat against a creature that has not yet taken a turn.

    Mizzi makes a weapon attack with advantage against a creature that has not yet acted in combat. On a hit, she adds Sneak Attack if eligible.

  • Moss-Cloak Strike

    When When cover, darkness, foliage, or other concealment is available.

    Mizzi uses Cunning Action to Hide, then attacks from concealment with a finesse or ranged weapon to deliver Sneak Attack.

  • ExpertiseLevel 1

    You can add your proficiency bonus to any ability check that lets you add your proficiency bonus. If a feature lets you add half your proficiency bonus, you instead add your full proficiency bonus.

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon, and you cannot have disadvantage on the roll. You do not need advantage if another enemy of the target is within 5 feet of it, that enemy is not incapacitated, and you do not have disadvantage.

  • SurvivalistLevel 3

    You gain proficiency in Nature and Survival if you do not already have them. Your proficiency bonus is doubled for checks using those skills.

  • Ability Score ImprovementLevel 4

    You can improve two ability scores by 2 each, or one ability score by 2 and another by 1, or choose two feats, subject to the normal ability score maximum of 20.

  • Uncanny DodgeLevel 5

    You can no longer be surprised while conscious, and other creatures do not gain advantage on attack rolls against you as a result of being unseen by you.

  • EvasionLevel 7

    When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful save and half damage on a failed save.

  • Ability Score ImprovementLevel 8

    You can improve two ability scores by 2 each, or one ability score by 2 and another by 1, or choose two feats, subject to the normal ability score maximum of 20.

  • Slippery MindLevel 9

    You gain proficiency in Wisdom saving throws.

  • Ability Score ImprovementLevel 10

    You can improve two ability scores by 2 each, or one ability score by 2 and another by 1, or choose two feats, subject to the normal ability score maximum of 20.

  • Ambush MasterLevel 13

    Your attack rolls have advantage against any creature that has not yet taken a turn in the combat. In addition, each ally within 30 feet of you that can see you gains advantage on attack rolls against that creature until the start of your next turn.

  • Ability Score ImprovementLevel 12

    You can improve two ability scores by 2 each, or one ability score by 2 and another by 1, or choose two feats, subject to the normal ability score maximum of 20.

  • ElusiveLevel 14

    Your attack rolls cannot have disadvantage while you are not incapacitated.

  • TraitGoblinSmall size
  • TraitGoblinWalking speed of 30 feet
  • TraitGoblinDarkvision out to 60 feet
  • Fury of the SmallGoblinOnce per short or long rest, when damaging a creature larger than her, she can deal extra damage equal to her level.
  • WandererOutlander

    She has an excellent memory for maps, terrain, and natural landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers resources.

Gear

14 items

Weapons

  • Rapier
    A finely balanced finesse weapon suitable for precise strikes.
  • Shortsword
    A light finesse weapon kept for close quarters and throwing.
  • Shortbow
    A ranged weapon with a quiver containing 20 arrows.

Armor

  • Leather armor
    Patched, well-maintained leather armor.

Tools

  • Thieves' tools
    A kit containing tools for opening locks and disabling traps.
  • Musical instrument
    A small bone whistle and reed instrument used for signaling across wooded terrain.

Gear

  • 20×
    Arrows
    Standard ammunition for the shortbow.
  • Burglar's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Dark common clothes
    Plain dark clothing used for blending into shadows and settlements.
  • Traveler's clothes
    A hooded travel cloak marked with faded trail signs.
  • Staff
    A sturdy walking staff used for travel and testing uncertain ground.
  • Hunting trap
    A metal trap used to catch small or medium creatures.
  • Trophy
    A trophy from a wilderness creature, a polished claw from a cave bear.

Purse

  • 20×
    Gold pieces
    Loose travel money and emergency funds.

Appearance

A small goblin woman with mossy-stone skin, sharp intelligent eyes, and a wiry, weather-hardened frame. Her dark hair is braided with bits of bone, green thread, and tiny feathers gathered from the wilderness. She wears patched but carefully maintained leather armor, a gray-green hooded cloak, soft-soled boots, and a collection of knives, cords, traps, and field tools. Her movements are quiet and deliberate, like a fox crossing snow.

Mannerisms

Mizzi rarely stands still. She rocks subtly from heel to toe, studies exits before sitting, and tilts her head when listening for distant sounds. She speaks in a low, rapid whisper when excited, then becomes unnervingly silent when danger approaches.

Personality

Quietly observant, practical, and fiercely protective of overlooked people. Mizzi has a dry sense of humor and a habit of treating every problem as a matter of tracks, angles, timing, and escape routes. She distrusts grand speeches but respects competence, patience, and anyone who shares food without being asked.

Ideals

Freedom. No creature should be forced to live by another creature's map, chain, or law. The wild belongs to those who learn to respect it.

Bonds

She carries her brother's broken copper buckle and will risk almost anything to rescue him or learn the truth of his fate. She also considers every threatened wilderness refuge a second home, and defends such places with fierce determination.

Flaws

She assumes every offer of kindness conceals a trap. When frightened, she becomes secretive and may abandon allies temporarily rather than risk being cornered. She also cannot resist proving that she is the cleverest person in the room.

Quirks

Collects feathers from places where she narrowly escaped death.
Names every favored knife and apologizes to it after a difficult fight.
Leaves tiny stacks of three stones to mark safe paths.
Can identify most birds by sound but imitates only owls.
Sleeps with one hand touching the ground.
Hides food in absurd places, including other people's packs.

Background

Mizzi Moss-Eye was born beneath a ruined watchtower in a goblin camp that survived by hiding from armies, merchants, and monsters alike. As a child, she learned that the safest path was rarely the straight one. She became the camp's pathfinder, reading bent grass, disturbed stones, bird calls, and the changing smell of rain. When a band of soldiers began hunting the camp, Mizzi led the survivors through a maze of ravines and old game trails, but her younger brother was captured while buying them time. She has never stopped searching for signs that he might still be alive.

“As a child, she learned that the safest path was rarely the straight one.”
From their backstory
Background
Outlander

Connections

Species

Goblin

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