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Ülgena - AI-generated fantasy Character

Ülgena

Thri-kreen · Fighter (Battle Master) · Level 3 · Criminal

Ülgena

Adora is alert, inquisitive, and socially unconventional.
AC18
HP26/26
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 26 · 30 ft.
AlignmentChaotic GoodGenderFemaleAgeAbout 19 years old, a young adult by thri-kreen standards
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' tools,
One gaming set,
Calligrapher's supplies

Languages

Common,
Thri-kreen telepathy

Features

15 features

Bonus action

  • Cunning Action

    When On her turn

    Adora can use a bonus action on each of her turns to Dash, Disengage, or Hide.

  • Second WindLevel 1

    When On her turn

    Adora can use a bonus action to regain 1d10 + 3 hit points.

  • Two-Weapon Fighting

    When When Adora attacks with a light melee weapon and holds another light melee weapon

    Adora can make an additional attack with a different light melee weapon as a bonus action, adding her Dexterity modifier to the damage because of her Two-Weapon Fighting style.

  • Action SurgeLevel 2

    Adora can use a bonus action on each of her turns to take the Dash, Disengage, or Hide action.

Reaction

  • RiposteLevel 3

    When A creature misses Adora with a melee attack

    Adora can make one weapon attack as a reaction against a creature that misses her with a melee attack, adding 1d8 damage on a hit.

Always on

  • Menacing AttackLevel 3

    When When Adora hits a creature with a weapon attack

    Adora can add 1d8 damage to a weapon hit and frighten the target on a failed DC 13 Wisdom saving throw.

  • Combat SuperiorityLevel 3

    Adora chooses two maneuvers from the Battle Master list. She has four superiority dice, which are d8s, and regains all expended dice after a short or long rest. Her maneuver save DC is 13. Chosen maneuvers: Menacing Attack and Riposte.

  • Student of WarLevel 3

    Adora gains proficiency with one type of artisan's tools of her choice. She is proficient with calligrapher's supplies, which she uses to record symbols, maps, and stolen notes in a compact visual shorthand.

  • Fighting StyleLevel 1

    Adora gains a fighting style. She chooses Two-Weapon Fighting, allowing her to add her ability modifier to the damage of a bonus-action attack made with a different melee weapon in her other hand.

  • Chameleon CarapaceThri-kreenWhile not wearing armor, Adora can alter the color of her carapace to match the color and texture of her surroundings, giving her advantage on Dexterity (Stealth) checks made to hide in those surroundings.
  • DarkvisionThri-kreenAdora can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
  • Secondary ArmsThri-kreenAdora has two slightly smaller secondary arms beneath her primary pair. They can manipulate objects, open or close doors, stow or retrieve items, or wield a light weapon that has the light property. Her secondary arms cannot wield shields or heavy, two-handed, or versatile weapons.
  • SleeplessThri-kreenAdora does not need to sleep and can remain conscious during a long rest, though she must still refrain from strenuous activity to gain its benefits.
  • Thri-kreen TelepathyThri-kreenAdora can communicate telepathically with another creature within 120 feet if they share a language. She can transmit simple concepts and emotions even when speaking would be impossible.
  • Criminal ContactCriminal

    Adora has a reliable contact among fences, smugglers, informants, and other people who operate outside the law. This contact can provide information about local criminal activity, introduce her to underworld figures, or pass along messages, though favors may be expected in return.

Gear

11 items

Weapons

  • 2×
    Shortsword
    A matched pair of narrow martial blades used for rapid strikes and close defense.
  • 2×
    Handaxe
    Compact throwing axes kept as backup weapons and useful tools.
  • Longbow
    A simple ranged weapon for situations where closing the distance is unwise.

Armor

  • Shield
    A shield with a reinforced boss, carried by one of Adora's secondary arms while her primary arms remain free for paired light weapons.
  • Leather armor
    Flexible armor kept for situations where her natural carapace would draw unwanted attention, though she usually fights unarmored.

Tools

  • Calligrapher's supplies
    Used to forge, alter, and authenticate written documents and coded messages.
  • Gaming set
    A set of loaded dice and marked gaming pieces used to read people as much as to gamble.

Gear

  • Dungeoneer's pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • 20×
    Arrows
    A quiver holding twenty arrows.
  • Burglar's purse
    A small pouch containing the coins left after purchasing starting gear.
  • Strange trinkets
    A collection of odd objects, including a brass wind-up bird, a cracked monocle, three colored glass beads, and a key that opens nothing she has found.

Appearance

Adora stands 5 feet 10 inches tall, with a warm tan exoskeleton, a lean agile build, and dark mothlike fuzz gathered around her neck and head. Her large black compound eyes are intensely expressive, and her long feathery antennae twitch, tilt, and perk whenever she notices something interesting. She wears a dark charcoal poncho edged in deep crimson, reinforced leather bracers, and a worn backpack crowded with adventuring supplies and strange collected trinkets. Her four arms let her carry a shield while still fighting with two light blades, and she moves with startling speed and fluidity.

Mannerisms

She angles her head and antennae toward whoever is speaking, even when she is pretending not to listen. When excited, she taps one claw against her shield in a rapid rhythm. Before making a risky decision, she briefly freezes completely, then moves all at once.

Personality

Adora is alert, inquisitive, and socially unconventional. She studies people through movement, scent, posture, and the rhythm of their voices, often noticing details they wish she had missed. She is protective of outsiders and thieves with rules of their own, but she has little patience for pomp, needless ownership, or anyone who mistakes quietness for obedience.

Ideals

Freedom. No creature should be owned, catalogued, or forced to serve a role chosen by someone else. If a lock exists, it is an invitation to learn why.

Bonds

She carries a small brass wind-up bird taken from the first person who ever treated her clutch as people instead of curiosities. She intends to find its maker and return it, although she has never admitted that the trinket is also the last object connected to her vanished elder sister.

Flaws

Adora steals interesting objects almost reflexively, especially if someone insists that they are worthless. She also mistakes secrecy for safety and would rather improvise a dangerous escape than admit she needs help.

Quirks

She names every unusual object before deciding whether to keep it.
She can identify familiar companions by the sound of their footsteps.
She silently counts exits whenever she enters a room.
She sometimes answers spoken questions with a brief burst of thri-kreen telepathy before remembering that most people cannot hear the nuance of it.

Background

Adora hatched beneath a caravan waystation where thri-kreen travelers traded salt, silk, and rumors with passing merchants. Her clutch learned early that survival depended on noticing what others missed. Adora became exceptionally good at it. She could identify a dishonest trader by the angle of a hand, hear a coin being palmed beneath a table, and sense when a conversation had become dangerous before anyone else noticed. Her antennae made her curiosity impossible to hide, but her quick reflexes usually let her escape the consequences of following it.

“Her clutch learned early that survival depended on noticing what others missed.”
From their backstory
Background
Criminal

Connections

Species

Thri-kreen

Media

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