Admiral Meebo
Admiral Meebo
Sheet
AC 15 · HP 28 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Grovel, Cower, and BegKoboldAs an action, Meebo can distract enemies within 10 feet of him that can see him. Until the end of his next turn, his allies gain advantage on attack rolls against those enemies. Once he uses this trait, he cannot use it again until he finishes a short or long rest.
Bonus action
- Cunning ActionLevel 2
When Bonus action on Meebo's turn.
As a bonus action, Meebo can Dash, Disengage, or Hide.
- Fast Hands
When Bonus action on Meebo's turn.
As a bonus action, Meebo can make a Sleight of Hand check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
- Fast Hands and Second-Story WorkLevel 3
Meebo can use a bonus action to make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action. He also gains a climbing speed equal to his walking speed, and climbing costs no extra movement. He can make running jumps using Dexterity instead of Strength to determine jump distance.
Reaction
- Uncanny DodgeLevel 5
When A visible attacker hits Meebo with an attack.
As a reaction, Meebo halves the damage from one attack that hits him if he can see the attacker.
Always on
- Sneak AttackLevel 1
When Hit with a finesse or ranged weapon while meeting the Sneak Attack conditions.
When Meebo has advantage on an attack roll with a finesse or ranged weapon, or when an ally is within 5 feet of the target, he can deal an extra 3d6 damage once per turn on a hit.
- Second-Story Work
When Climbing or making a running jump.
Meebo can climb at his walking speed without spending extra movement and uses Dexterity to calculate the distance of running jumps.
- Roguish Archetype: ThiefLevel 3
Meebo chooses the Thief Roguish Archetype. He gains the Fast Hands and Second-Story Work features.
- Ability Score ImprovementLevel 4
Meebo increases his Dexterity score by 2, raising it from 16 to 18.
- DarkvisionKoboldMeebo can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
- Pack TacticsKoboldMeebo 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 SensitivityKoboldMeebo has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when he, the target of his attack, or whatever he is trying to perceive is in direct sunlight.
- Kobold weapon trainingKoboldMeebo is proficient with the club, dagger, dart, light crossbow, and sling.
- Draconic heritageKoboldMeebo can speak, read, and write Draconic.
- Ship's PassageSailor
Meebo can secure free passage on sailing ships for himself and his adventuring companions, provided he offers useful service aboard. He knows the workings of ships and can navigate by the stars and coastline.
Gear
11 itemsWeapons
- RapierA finely balanced one-handed finesse weapon, kept polished despite its age.
- ShortbowA ranged weapon suitable for shipboard defense and opportunistic attacks.
- 2×DaggerA second light finesse weapon, useful when fighting in cramped spaces.
Armor
- Leather armorLight protective armor made from worn leather and reinforced scraps.
Tools
- Thieves' toolsA compact set of picks, probes, files, and tension tools for opening locks and disabling traps.
- Navigator's toolsA sailor's tool kit including charts, compass, dividers, and other navigation equipment.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other ordinary adventuring supplies.
- 50×Hemp ropeA length of sturdy hemp rope, useful for rigging, climbing, tying, and escape.
- Lucky charmA lucky charm from the Salty Slurs, kept in a small waterproof pouch.
Purse
- 10×Gold piecesCoin saved from shipboard wages and odd jobs.
Appearance
Meebo is a lean male kobold with mottled gray-green scales, a thin snout, bright amber eyes, and a rakish grin full of tiny sharp teeth. He wears a ratty old captain's hat perched between his horns, a weathered sailor's coat, patched trousers, soft deck shoes, and a collection of stolen or salvaged nautical odds and ends. His belt carries two daggers, a rapier, thieves' tools, and several lengths of useful cord.
Mannerisms
Meebo constantly checks the wind, even indoors, and taps his claws against nearby wood as though listening for the rhythm of a ship. He gives orders with exaggerated captainly confidence, then quietly glances around to see whether anyone is taking him seriously. When nervous, he adjusts his hat three times and whispers nautical corrections to himself.
Personality
Meebo is observant, theatrical, and endlessly curious. He speaks with the confidence of a veteran captain even when discussing matters he only recently learned. He is loyal to people who treat him fairly, suspicious of anyone who wastes useful materials, and delighted by secrets, hidden passages, unusual knots, and badly guarded pockets. Beneath his swagger is a careful survivor who prefers to study danger from the shadows before committing himself.
Ideals
Freedom. No creature should be trapped by the place it was born, the name others give it, or the size of its body. The open sea belongs to anyone brave enough to learn its ways.
Bonds
The Salty Slurs and Captain Tonway gave Meebo a place in the world when they could have thrown him overboard. He will risk almost anything to protect the ship, its crew, and the battered captain's hat Tonway gave him.
Flaws
Meebo is intensely possessive of useful objects and may risk the mission to recover something he considers salvageable. He also becomes reckless when someone treats him like a mascot instead of a real sailor, especially if they mock his captain's hat or question his authority.
Quirks
Background
Meebo grew up in a trash heap beyond the walls of a great coastal city, where he learned that anything abandoned by larger folk might still be useful to someone small, quiet, and patient. He wandered the beaches collecting rope, hooks, bits of sailcloth, and broken tools until the day a huge wooden ship passed beyond the harbor mouth. The sight left him awestruck. He followed it into the city, slipped aboard, and hid among the cargo. For weeks he lived on scraps, studied the crew from the shadows, and crept onto the deck during the night watch to memorize knots, tides, rigging, and sailor superstitions.
“He wandered the beaches collecting rope, hooks, bits of sailcloth, and broken tools until the day a huge wooden ship passed beyond the harbor mouth.”
- Background
- Sailor
Connections
Species
Kobold
Media
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